Computer-readable non-transitory storage medium, information processing apparatus, information processing system, and information processing method

ABSTRACT

A process of causing an event using an object associated with a use object type to occur each time a first input operation is performed once is performed. A counter associated with the use object type is changed each time the event occurs. If the counter becomes included in a reference range, the use object type is switched from a first object type to a second object type. Furthermore, when the first input operation is repeatedly performed a plurality of times, if the counter becomes included in the reference range, a process of causing an event using an object associated with the second object type is temporarily stopped and then restarted.

CROSS REFERENCE TO RELATED APPLICATION

This application claims priority to Japanese Patent Application No.2022-107689 filed on Jul. 4, 2022, the entire contents of which areincorporated herein by reference.

FIELD

The present disclosure relates to control of game processing when acertain input operation is repeatedly performed.

BACKGROUND AND SUMMARY

Conventionally, a game in which it is possible to perform an operationfor throwing first objects that are a plurality of types of objects hasbeen known. In this game, the first objects can be continuously thrownby repeatedly pressing a button assigned to a throwing operation. Theupper limit of the number of first objects that can be thrown is thenumber of first objects included in a group of the player character.When the first objects are continuously thrown, the first objects arethrown for each type. For example, it is assumed that a type A of 10first objects, a type B of 10 first objects, and a type C of 10 firstobjects are present in the group. In this case, when throwing the firstobjects by repeatedly pressing the button, the type A of first objectsare thrown one by one, and when the throwing of all the 10 first objectsis finished, the objects to be thrown are automatically switched to thetype B of first objects, and the throwing is continued. That is, theuser can continuously throw the first objects in the group in the orderof the type A of 10 first objects, the type B of 10 first objects, andthe type C of 10 first objects, by simply continuing the repeatedpressing.

As described above, when the first objects are thrown by the repeatedpressing operation, even if the remaining number of a certain type offirst objects reaches 0, the objects to be thrown are automaticallyswitched to the next type of first objects. This can improve theconvenience of the user. Meanwhile, however, depending on a situation inthe game, a type of first objects that are not appropriate for thesituation at that time may be thrown. For example, when throwing isperformed to an object, by which the first objects other than the type Aare damaged, by the above-described repeated pressing operation, notonly the type A first objects but also the type B of first objects whichare not appropriate for the situation at that time may be thrown (due tothe momentum of the repeated pressing) as a result of the aboveautomatic switching. Therefore, there is room for improvement in theoperability for such repeated pressing.

Therefore, an object of the present disclosure is to provide acomputer-readable non-transitory storage medium, an informationprocessing apparatus, an information processing system, and aninformation processing method that can improve operability whenrepeatedly performing a predetermined input operation.

In order to attain the object described above, for example, thefollowing configuration examples are exemplified.

(Configuration 1)

Configuration 1 is directed to a computer-readable non-transitorystorage medium having stored therein instructions that, when executed bya computer of an information processing apparatus, cause the computer ofthe information processing apparatus to:

-   -   determine a first object type as a use object type from object        types associated with objects;    -   detect that a first input operation has been performed by a        user;    -   perform a process of causing an event using the object        associated with the use object type to occur each time the first        input operation is performed once;    -   perform a count change process of changing a counter associated        with the use object type, each time the event occurs;    -   generate a display image representing a virtual space;    -   when determining the use object type, switch the use object type        from the first object type to a second object type if the        counter associated with the use object type becomes included in        a reference range; and when the event occurs, temporarily stop        and then restart a process of causing the event using the object        associated with the second object type to occur, if the counter        becomes included in the reference range when the first input        operation is repeatedly performed a plurality of times by the        user.

According to the above configuration, in a situation in which the firstinput operation for causing the event to occur with one input isrepeatedly performed a plurality of times, if the counter which changeseach time the event occurs is included in the reference range, while theobject type used for occurrence of the event is switched from the firstobject type to the second object type, occurrence of the event using thesecond object type is temporarily stopped, and then restarted. That is,when the first input operation is repeatedly performed a plurality oftimes, if the object type used for occurrence of the event is switched,occurrence of the event by the object type after switching istemporarily stopped. Therefore, an uncomfortable feeling due to the factthat the event does not occur can be given to the user, thereby makingthe user notice that the object type used for occurrence of the eventhas been switched. Accordingly, a trigger to stop the first inputoperation at this time can be given to the user.

(Configuration 2)

According to Configuration 2, in Configuration 1 described above, whenthe first input operation is repeatedly performed a plurality of timesby the user, even if the counter becomes included in the referencerange, the process of causing the event using the object associated withthe second object type to occur may be continuously performed when atemporary stop condition is not satisfied.

According to the above configuration, by not stopping occurrence of theevent in the case where there is no disadvantage to the user even ifoccurrence of the event is continued, the operation response can beimproved.

(Configuration 3)

According to Configuration 3, in Configuration 2 described above, thetemporary stop condition may be satisfied when a target object that is atarget of the event is included in a first category, and may notnecessarily be satisfied when the target object is included in a secondcategory.

According to the above configuration, a target object for which it isexpected to be better to temporarily stop occurrence of the event can beset in advance.

(Configuration 4)

According to Configuration 4, in Configuration 2 described above, thetemporary stop condition may be satisfied when the second object type isincluded in a first category, and may not necessarily be satisfied whenthe second object type is included in a second category.

According to the above configuration, an event using an object type thathas performance significantly different from that of another object typeand that has a high influence can be prevented from occurring againstthe intention of the user when the first input operation is repeatedperformed a plurality of times.

(Configuration 5)

According to Configuration 5, in Configuration 2 described above,whether or not the temporary stop condition is satisfied may bedetermined on the basis of a combination of a category in which a targetobject that is a target of the event is included and a category in whichthe second object type is included.

According to the above configuration, for a specific target object, whenthe specific target object is not used, occurrence of the event can betemporarily stopped. Therefore, use of a type of objects that areappropriate for the specific target object can be promoted.

(Configuration 6)

According to Configuration 6, in any one of Configurations 1 to 5described above, when the first input operation is repeatedly performeda plurality of times by the user, the process of causing the event usingthe object associated with the second object type to occur may becontinuously performed when the use object type is switched from thefirst object type to the second object type by a second input operationby the user.

According to the above configuration, when the user switches the useobject type by a manual operation, the event occurrence process can becontinued without temporarily stopping the event occurrence process.Since the switching by the manual operation by the user is anintentional operation by the user, a decrease in operation response canbe prevented by not temporarily stopping occurrence of the event in sucha case.

(Configuration 7)

According to Configuration 7, in any one of Configurations 1 to 6described above, when the first input operation is repeatedly performeda plurality of times by the user, if the counter becomes included in thereference range, the process of causing the event using the objectassociated with the second object type to occur may be stopped for acertain time and then restarted.

According to the above configuration, when the user does not stop butcontinues repeated input of the first input operation even after theevent occurrence process is temporarily stopped, the event occurrenceprocess is restarted after the certain time elapses. When the usercontinues repeated input of the first input operation even afteroccurrence of the event is temporarily stopped, it is also consideredthat the user intentionally continues the repeated input, so that anoperation considering the intention of the user can be achieved byrestarting occurrence of the event after the certain time elapses. Inaddition, the user is provided with a plurality of options such as anoption to stop a series of operations of repeating the first inputoperation and an option to continue the series of operations withoutstopping the series of operations even though occurrence of the event istemporarily stopped in the middle. Accordingly, the degree of freedom ofoperation can be improved.

(Configuration 8)

According to Configuration 8, in any one of Configurations 1 to 7described above, when the first input operation is repeatedly performeda plurality of times by the user, if the counter becomes included in thereference range, the process of causing the event using the objectassociated with the second object type to occur may be stopped until thefirst input operation is no longer repeated, and may then be restarted.

According to the above configuration, the event occurrence process canbe stopped until the user stops the repeated input. Accordingly, it canbe made easier for the user to notice that the counter is included inthe reference range.

(Configuration 9)

According to Configuration 9, in any one of Configurations 1 to 8described above, when the first input operation by the user stops whilethe process of causing the event to occur is temporarily stopped, a timefor which the process of causing the event using the object associatedwith the second object type to occur is temporarily stopped may beshortened.

According to the above configuration, the time for which occurrence ofthe event is temporarily stopped can be shortened. Therefore, when theuser wants to intentionally increase the number of times the eventoccurs, it is made possible to increase the number of times morequickly.

(Configuration 10)

According to Configuration 10, in any one of Configurations 1 to 9described above, the instructions may further cause the computer to:

-   -   move a cursor indicating a position in the virtual space, in        accordance with a third input operation being performed by the        user;    -   fix the cursor such that the cursor indicates a position of a        target object that is a target of the event, in accordance with        a fourth input operation being performed by the user; and    -   cause the event to occur at the position in the virtual space        indicated by the cursor each time the first input operation is        performed, when the event occurs.

According to the above configuration, the cursor can be fixed, and theevent can be caused to occur at the position indicated by the cursor.Therefore, the need to move the cursor position each time the firstinput operation is performed is eliminated, so that the operability andthe convenience of the user can be improved.

According to the exemplary embodiments, when an event using a pluralityof types of objects is continuously caused to occur, for example, byrepeatedly pressing a button, an event using a type of objects that arenot intended by the user can be prevented from occurring, so that theoperability for repeated input can be improved.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows a non-limiting example of a state in which a leftcontroller 3 and a right controller 4 are attached to a main bodyapparatus 2;

FIG. 2 shows a non-limiting example of a state in which the leftcontroller 3 and the right controller 4 are detached from the main bodyapparatus 2;

FIG. 3 is six orthogonal views showing a non-limiting example of themain body apparatus 2;

FIG. 4 is six orthogonal views showing a non-limiting example of theleft controller 3;

FIG. 5 is six orthogonal views showing a non-limiting example of theright controller 4;

FIG. 6 is a block diagram showing a non-limiting example of the internalconfiguration of the main body apparatus 2;

FIG. 7 is a block diagram showing non-limiting examples of the internalconfigurations of the main body apparatus 2, the left controller 3, andthe right controller 4;

FIG. 8 shows a non-limiting example of a game screen according to anexemplary embodiment;

FIG. 9 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 10 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 11 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 12 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 13 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 14 illustrates a non-limiting example of an outline of stoppercontrol according to the exemplary embodiment;

FIG. 15 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 16 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 17 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 18 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 19 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 20 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 21 shows a non-limiting example of the game screen according to theexemplary embodiment;

FIG. 22 illustrates a memory map showing a non-limiting example ofvarious kinds of data stored in a DRAM 85;

FIG. 23 shows a non-limiting example of PC data 302;

FIG. 24 shows a non-limiting example of supporter type master data 303;

FIG. 25 shows a non-limiting example of supporter data 304;

FIG. 26 shows a non-limiting example of work target data 305;

FIG. 27 shows a non-limiting example of operation data 310;

FIG. 28 is a flowchart showing the details of game processing accordingto the exemplary embodiment;

FIG. 29 is a flowchart showing the details of a player character controlprocess;

FIG. 30 is a flowchart showing the details of a cursor control process;

FIG. 31 is a flowchart showing the details of the cursor controlprocess;

FIG. 32 is a flowchart showing the details of a continuous throwingstopper control process;

FIG. 33 is a flowchart showing the details of a stopper activationprocess;

FIG. 34 is a flowchart showing the details of the stopper activationprocess;

FIG. 35 is a flowchart showing the details of a stopper cancellationprocess;

FIG. 36 is a flowchart showing the details of a throwing process;

FIG. 37 is a flowchart showing the details of the throwing process;

FIG. 38 is a flowchart showing the details of a repeated pressing statecancellation process;

FIG. 39 is a flowchart showing the details of a supporter controlprocess; and

FIG. 40 is a flowchart showing the details of the supporter controlprocess.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

Hereinafter, one exemplary embodiment will be described.

A game system according to an example of the exemplary embodiment willbe described below. An example of a game system 1 according to theexemplary embodiment includes a main body apparatus (an informationprocessing apparatus, which functions as a game apparatus main body inthe exemplary embodiment) 2, a left controller 3, and a right controller4. Each of the left controller 3 and the right controller 4 isattachable to and detachable from the main body apparatus 2. That is,the game system 1 can be used as a unified apparatus obtained byattaching each of the left controller 3 and the right controller 4 tothe main body apparatus 2. Further, in the game system 1, the main bodyapparatus 2, the left controller 3, and the right controller 4 can alsobe used as separate bodies (see FIG. 2 ). Hereinafter, first, thehardware configuration of the game system 1 according to the exemplaryembodiment will be described, and then, the control of the game system 1according to the exemplary embodiment will be described.

FIG. 1 shows an example of the state where the left controller 3 and theright controller 4 are attached to the main body apparatus 2. As shownin FIG. 1 , each of the left controller 3 and the right controller 4 isattached to and unified with the main body apparatus 2. The main bodyapparatus 2 is an apparatus for performing various processes (e.g., gameprocessing) in the game system 1. The main body apparatus 2 includes adisplay 12. Each of the left controller 3 and the right controller 4 isan apparatus including operation sections with which a user providesinputs.

FIG. 2 shows an example of the state where each of the left controller 3and the right controller 4 is detached from the main body apparatus 2.As shown in FIGS. 1 and 2 , the left controller 3 and the rightcontroller 4 are attachable to and detachable from the main bodyapparatus 2. Hereinafter, the left controller 3 and the right controller4 may be collectively referred to as “controller”.

FIG. 3 is six orthogonal views showing an example of the main bodyapparatus 2. As shown in FIG. 3 , the main body apparatus 2 includes anapproximately plate-shaped housing 11. In the exemplary embodiment, amain surface (in other words, a surface on a front side, i.e., a surfaceon which the display 12 is provided) of the housing 11 has asubstantially rectangular shape.

The shape and the size of the housing 11 are discretionary. As anexample, the housing 11 may be of a portable size. Further, the mainbody apparatus 2 alone or the unified apparatus obtained by attachingthe left controller 3 and the right controller 4 to the main bodyapparatus 2 may function as a mobile apparatus. The main body apparatus2 or the unified apparatus may function as a handheld apparatus or aportable apparatus.

As shown in FIG. 3 , the main body apparatus 2 includes the display 12,which is provided on the main surface of the housing 11. The display 12displays an image generated by the main body apparatus 2. In theexemplary embodiment, the display 12 is a liquid crystal display device(LCD). The display 12, however, may be a display device of any type.

The main body apparatus 2 includes a touch panel 13 on the screen of thedisplay 12. In the exemplary embodiment, the touch panel 13 is of a typecapable of receiving a multi-touch input (e.g., electrical capacitancetype). However, the touch panel 13 may be of any type, and may be, forexample, of a type capable of receiving a single-touch input (e.g.,resistive film type).

The main body apparatus 2 includes speakers (i.e., speakers 88 shown inFIG. 6 ) within the housing 11. As shown in FIG. 3 , speaker holes 11 aand 11 b are formed in the main surface of the housing 11. Then, soundsoutputted from the speakers 88 are outputted through the speaker holes11 a and 11 b.

Further, the main body apparatus 2 includes a left terminal 17, which isa terminal for the main body apparatus 2 to perform wired communicationwith the left controller 3, and a right terminal 21, which is a terminalfor the main body apparatus 2 to perform wired communication with theright controller 4.

As shown in FIG. 3 , the main body apparatus 2 includes a slot 23. Theslot 23 is provided at an upper side surface of the housing 11. The slot23 is so shaped as to allow a predetermined type of storage medium to beattached to the slot 23. The predetermined type of storage medium is,for example, a dedicated storage medium (e.g., a dedicated memory card)for the game system 1 and an information processing apparatus of thesame type as the game system 1. The predetermined type of storage mediumis used to store, for example, data (e.g., saved data of an applicationor the like) used by the main body apparatus 2 and/or a program (e.g., aprogram for an application or the like) executed by the main bodyapparatus 2. Further, the main body apparatus 2 includes a power button28.

The main body apparatus 2 includes a lower terminal 27. The lowerterminal 27 is a terminal for the main body apparatus 2 to communicatewith a cradle. In the exemplary embodiment, the lower terminal 27 is aUSB connector (more specifically, a female connector). Further, when theunified apparatus or the main body apparatus 2 alone is mounted on thecradle, the game system 1 can display on a stationary monitor an imagegenerated by and outputted from the main body apparatus 2. Further, inthe exemplary embodiment, the cradle has the function of charging theunified apparatus or the main body apparatus 2 alone mounted on thecradle. Further, the cradle has the function of a hub device(specifically, a USB hub).

FIG. 4 is six orthogonal views showing an example of the left controller3. As shown in FIG. 4 , the left controller 3 includes a housing 31. Inthe exemplary embodiment, the housing 31 has a vertically long shape,i.e., is shaped to be long in an up-down direction shown in FIG. 4(i.e., a z-axis direction shown in FIG. 4 ). In the state where the leftcontroller 3 is detached from the main body apparatus 2, the leftcontroller 3 can also be held in the orientation in which the leftcontroller 3 is vertically long. The housing 31 has such a shape and asize that when held in the orientation in which the housing 31 isvertically long, the housing 31 can be held with one hand, particularly,the left hand. Further, the left controller 3 can also be held in theorientation in which the left controller 3 is horizontally long. Whenheld in the orientation in which the left controller 3 is horizontallylong, the left controller 3 may be held with both hands.

The left controller 3 includes a left analog stick (hereinafter,referred to as a “left stick”) 32 as an example of a direction inputdevice. As shown in FIG. 4 , the left stick 32 is provided on a mainsurface of the housing 31. The left stick 32 can be used as a directioninput section with which a direction can be inputted. The user tilts theleft stick 32 and thereby can input a direction corresponding to thedirection of the tilt (and input a magnitude corresponding to the angleof the tilt). The left controller 3 may include a directional pad, aslide stick that allows a slide input, or the like as the directioninput section, instead of the analog stick. Further, in the exemplaryembodiment, it is possible to provide an input by pressing the leftstick 32.

The left controller 3 includes various operation buttons. The leftcontroller 3 includes four operation buttons 33 to 36 (specifically, aright direction button 33, a down direction button 34, an up directionbutton 35, and a left direction button 36) on the main surface of thehousing 31. Further, the left controller 3 includes a record button 37and a “—” (minus) button 47. The left controller 3 includes a firstL-button 38 and a ZL-button 39 in an upper left portion of a sidesurface of the housing 31. Further, the left controller 3 includes asecond L-button 43 and a second R-button 44, on the side surface of thehousing 31 on which the left controller 3 is attached to the main bodyapparatus 2. These operation buttons are used to give instructionsdepending on various programs (e.g., an OS program and an applicationprogram) executed by the main body apparatus 2.

Further, the left controller 3 includes a terminal 42 for the leftcontroller 3 to perform wired communication with the main body apparatus2.

FIG. 5 is six orthogonal views showing an example of the rightcontroller 4. As shown in FIG. 5 , the right controller 4 includes ahousing 51. In the exemplary embodiment, the housing 51 has a verticallylong shape, i.e., is shaped to be long in the up-down direction shown inFIG. 5 (i.e., the z-axis direction shown in FIG. 5 ). In the state wherethe right controller 4 is detached from the main body apparatus 2, theright controller 4 can also be held in the orientation in which theright controller 4 is vertically long. The housing 51 has such a shapeand a size that when held in the orientation in which the housing 51 isvertically long, the housing 51 can be held with one hand, particularlythe right hand. Further, the right controller 4 can also be held in theorientation in which the right controller 4 is horizontally long. Whenheld in the orientation in which the right controller 4 is horizontallylong, the right controller 4 may be held with both hands.

Similarly to the left controller 3, the right controller 4 includes aright analog stick (hereinafter, referred to as a “right stick”) 52 as adirection input section. In the exemplary embodiment, the right stick 52has the same configuration as that of the left stick 32 of the leftcontroller 3. Further, the right controller 4 may include a directionalpad, a slide stick that allows a slide input, or the like, instead ofthe analog stick. Further, similarly to the left controller 3, the rightcontroller 4 includes four operation buttons 53 to 56 (specifically, anA-button 53, a B-button 54, an X-button 55, and a Y-button 56) on a mainsurface of the housing 51. Further, the right controller 4 includes a“+” (plus) button 57 and a home button 58. Further, the right controller4 includes a first R-button 60 and a ZR-button 61 in an upper rightportion of a side surface of the housing 51. Further, similarly to theleft controller 3, the right controller 4 includes a second L-button 65and a second R-button 66.

Further, the right controller 4 includes a terminal 64 for the rightcontroller 4 to perform wired communication with the main body apparatus2.

FIG. 6 is a block diagram showing an example of the internalconfiguration of the main body apparatus 2. The main body apparatus 2includes components 81 to 91, 97, and 98 shown in FIG. 6 in addition tothe components shown in FIG. 3 . Some of the components 81 to 91, 97,and 98 may be mounted as electronic components on an electronic circuitboard and housed in the housing 11.

The main body apparatus 2 includes a processor 81. The processor 81 isan information processing section for executing various types ofinformation processing to be executed by the main body apparatus 2. Forexample, the processor 81 may be composed only of a CPU (CentralProcessing Unit), or may be composed of a SoC (System-on-a-chip) havinga plurality of functions such as a CPU function and a GPU (GraphicsProcessing Unit) function. The processor 81 executes an informationprocessing program (e.g., a game program) stored in a storage section(specifically, an internal storage medium such as a flash memory 84, anexternal storage medium attached to the slot 23, or the like), therebyperforming the various types of information processing.

The main body apparatus 2 includes the flash memory 84 and a DRAM(Dynamic Random Access Memory) 85 as examples of internal storage mediabuilt into the main body apparatus 2. The flash memory 84 and the DRAM85 are connected to the processor 81. The flash memory 84 is a memorymainly used to store various data (or programs) to be saved in the mainbody apparatus 2. The DRAM 85 is a memory used to temporarily storevarious data used for information processing.

The main body apparatus 2 includes a slot interface (hereinafter,abbreviated as “I/F”) 91. The slot I/F 91 is connected to the processor81. The slot I/F 91 is connected to the slot 23, and in accordance withan instruction from the processor 81, reads and writes data from and tothe predetermined type of storage medium (e.g., a dedicated memory card)attached to the slot 23.

The processor 81 appropriately reads and writes data from and to theflash memory 84, the DRAM 85, and each of the above storage media,thereby performing the above information processing.

The main body apparatus 2 includes a network communication section 82.The network communication section 82 is connected to the processor 81.The network communication section 82 communicates (specifically, throughwireless communication) with an external apparatus via a network. In theexemplary embodiment, as a first communication form, the networkcommunication section 82 connects to a wireless LAN and communicateswith an external apparatus, using a method compliant with the Wi-Fistandard. Further, as a second communication form, the networkcommunication section 82 wirelessly communicates with another main bodyapparatus 2 of the same type, using a predetermined method forcommunication (e.g., communication based on a unique protocol orinfrared light communication). The wireless communication in the abovesecond communication form achieves the function of enabling so-called“local communication” in which the main body apparatus 2 can wirelesslycommunicate with another main body apparatus 2 placed in a closed localnetwork area, and the plurality of main body apparatuses 2 directlycommunicate with each other to transmit and receive data.

The main body apparatus 2 includes a controller communication section83. The controller communication section 83 is connected to theprocessor 81. The controller communication section 83 wirelesslycommunicates with the left controller 3 and/or the right controller 4.The communication method between the main body apparatus 2, and the leftcontroller 3 and the right controller 4, is discretionary. In theexemplary embodiment, the controller communication section 83 performscommunication compliant with the Bluetooth (registered trademark)standard with the left controller 3 and with the right controller 4.

The processor 81 is connected to the left terminal 17, the rightterminal 21, and the lower terminal 27. When performing wiredcommunication with the left controller 3, the processor 81 transmitsdata to the left controller 3 via the left terminal 17 and also receivesoperation data from the left controller 3 via the left terminal 17.Further, when performing wired communication with the right controller4, the processor 81 transmits data to the right controller 4 via theright terminal 21 and also receives operation data from the rightcontroller 4 via the right terminal 21. Further, when communicating withthe cradle, the processor 81 transmits data to the cradle via the lowerterminal 27. As described above, in the exemplary embodiment, the mainbody apparatus 2 can perform both wired communication and wirelesscommunication with each of the left controller 3 and the rightcontroller 4. Further, when the unified apparatus obtained by attachingthe left controller 3 and the right controller 4 to the main bodyapparatus 2 or the main body apparatus 2 alone is attached to thecradle, the main body apparatus 2 can output data (e.g., image data orsound data) to the stationary monitor or the like via the cradle.

Here, the main body apparatus 2 can communicate with a plurality of leftcontrollers 3 simultaneously (in other words, in parallel). Further, themain body apparatus 2 can communicate with a plurality of rightcontrollers 4 simultaneously (in other words, in parallel). Thus, aplurality of users can simultaneously provide inputs to the main bodyapparatus 2, each using a set of the left controller 3 and the rightcontroller 4. As an example, a first user can provide an input to themain body apparatus 2 using a first set of the left controller 3 and theright controller 4, and simultaneously, a second user can provide aninput to the main body apparatus 2 using a second set of the leftcontroller 3 and the right controller 4.

The main body apparatus 2 includes a touch panel controller 86, which isa circuit for controlling the touch panel 13. The touch panel controller86 is connected between the touch panel 13 and the processor 81. On thebasis of a signal from the touch panel 13, the touch panel controller 86generates data indicating the position at which a touch input has beenperformed, for example, and outputs the data to the processor 81.

Further, the display 12 is connected to the processor 81. The processor81 displays a generated image (e.g., an image generated by executing theabove information processing) and/or an externally acquired image on thedisplay 12.

The main body apparatus 2 includes a codec circuit 87 and speakers(specifically, a left speaker and a right speaker) 88. The codec circuit87 is connected to the speakers 88 and a sound input/output terminal 25and also connected to the processor 81. The codec circuit 87 is acircuit for controlling the input and output of sound data to and fromthe speakers 88 and the sound input/output terminal 25.

The main body apparatus 2 includes a power control section 97 and abattery 98. The power control section 97 is connected to the battery 98and the processor 81. Further, although not shown in FIG. 6 , the powercontrol section 97 is connected to components of the main body apparatus2 (specifically, components that receive power supplied from the battery98, the left terminal 17, and the right terminal 21). On the basis of acommand from the processor 81, the power control section 97 controls thesupply of power from the battery 98 to the above components.

Further, the battery 98 is connected to the lower terminal 27. When anexternal charging device (e.g., the cradle) is connected to the lowerterminal 27 and power is supplied to the main body apparatus 2 via thelower terminal 27, the battery 98 is charged with the supplied power.

FIG. 7 is a block diagram showing examples of the internalconfigurations of the main body apparatus 2, the left controller 3, andthe right controller 4. The details of the internal configuration of themain body apparatus 2 are shown in FIG. 6 and therefore are omitted inFIG. 7 .

The left controller 3 includes a communication control section 101,which communicates with the main body apparatus 2. As shown in FIG. 7 ,the communication control section 101 is connected to componentsincluding the terminal 42. In the exemplary embodiment, thecommunication control section 101 can communicate with the main bodyapparatus 2 through both wired communication via the terminal 42 andwireless communication not via the terminal 42. The communicationcontrol section 101 controls the method for communication performed bythe left controller 3 with the main body apparatus 2. That is, when theleft controller 3 is attached to the main body apparatus 2, thecommunication control section 101 communicates with the main bodyapparatus 2 via the terminal 42. Further, when the left controller 3 isdetached from the main body apparatus 2, the communication controlsection 101 wirelessly communicates with the main body apparatus 2(specifically, the controller communication section 83). The wirelesscommunication between the communication control section 101 and thecontroller communication section 83 is performed in accordance with theBluetooth (registered trademark) standard, for example.

Further, the left controller 3 includes a memory 102 such as a flashmemory. The communication control section 101 includes, for example, amicrocomputer (or a microprocessor) and executes firmware stored in thememory 102, thereby performing various processes.

The left controller 3 includes buttons 103 (specifically, the buttons 33to 39, 43, 44, and 47). Further, the left controller 3 includes the leftstick 32. Each of the buttons 103 and the left stick 32 outputsinformation regarding an operation performed on itself to thecommunication control section 101 repeatedly at appropriate timings.

The left controller 3 includes inertial sensors. Specifically, the leftcontroller 3 includes an acceleration sensor 104. Further, the leftcontroller 3 includes an angular velocity sensor 105. In the exemplaryembodiment, the acceleration sensor 104 detects the magnitudes ofaccelerations along predetermined three axial (e.g., x, y, z axes shownin FIG. 4 ) directions. The acceleration sensor 104 may detect anacceleration along one axial direction or accelerations along two axialdirections. In the exemplary embodiment, the angular velocity sensor 105detects angular velocities about predetermined three axes (e.g., the x,y, z axes shown in FIG. 4 ). The angular velocity sensor 105 may detectan angular velocity about one axis or angular velocities about two axes.Each of the acceleration sensor 104 and the angular velocity sensor 105is connected to the communication control section 101. Then, thedetection results of the acceleration sensor 104 and the angularvelocity sensor 105 are outputted to the communication control section101 repeatedly at appropriate timings.

The communication control section 101 acquires information regarding aninput (specifically, information regarding an operation or the detectionresult of the sensor) from each of input sections (specifically, thebuttons 103, the left stick 32, and the sensors 104 and 105). Thecommunication control section 101 transmits operation data including theacquired information (or information obtained by performingpredetermined processing on the acquired information) to the main bodyapparatus 2. The operation data is transmitted repeatedly, once everypredetermined time. The interval at which the information regarding aninput is transmitted from each of the input sections to the main bodyapparatus 2 may or may not be the same.

The above operation data is transmitted to the main body apparatus 2,whereby the main body apparatus 2 can obtain inputs provided to the leftcontroller 3. That is, the main body apparatus 2 can determineoperations on the buttons 103 and the left stick 32 on the basis of theoperation data. Further, the main body apparatus 2 can calculateinformation regarding the motion and/or the orientation of the leftcontroller 3 on the basis of the operation data (specifically, thedetection results of the acceleration sensor 104 and the angularvelocity sensor 105).

The left controller 3 includes a power supply section 108. In theexemplary embodiment, the power supply section 108 includes a batteryand a power control circuit. Although not shown in FIG. 7 , the powercontrol circuit is connected to the battery and also connected tocomponents of the left controller 3 (specifically, components thatreceive power supplied from the battery).

As shown in FIG. 7 , the right controller 4 includes a communicationcontrol section 111, which communicates with the main body apparatus 2.Further, the right controller 4 includes a memory 112, which isconnected to the communication control section 111. The communicationcontrol section 111 is connected to components including the terminal64. The communication control section 111 and the memory 112 havefunctions similar to those of the communication control section 101 andthe memory 102, respectively, of the left controller 3. Thus, thecommunication control section 111 can communicate with the main bodyapparatus 2 through both wired communication via the terminal 64 andwireless communication not via the terminal 64 (specifically,communication compliant with the Bluetooth (registered trademark)standard). The communication control section 111 controls the method forcommunication performed by the right controller 4 with the main bodyapparatus 2.

The right controller 4 includes input sections similar to the inputsections of the left controller 3. Specifically, the right controller 4includes buttons 113, the right stick 52, and inertial sensors (anacceleration sensor 114 and an angular velocity sensor 115). These inputsections have functions similar to those of the input sections of theleft controller 3 and operate similarly to the input sections of theleft controller 3.

The right controller 4 includes a power supply section 118. The powersupply section 118 has a function similar to that of the power supplysection 108 of the left controller 3 and operates similarly to the powersupply section 108.

Hereinafter, an outline of operation of processing executed by the gamesystem 1 according to the exemplary embodiment will be described. Theprocessing according to the exemplary embodiment is processing forimproving the convenience of the user when continuously performing apredetermined operation such as repeatedly pressing a button of acontroller. Specifically, when repeated pressing is performed more thannecessary in view of the situation of a game, control in which an inputrelated to the repeated pressing is treated to be (temporarily)deactivated is performed.

[Outline of Game Processing in Exemplary Embodiment]

First, a game assumed in the exemplary embodiment will be described.FIG. 8 shows an example of a screen of the game according to theexemplary embodiment. The game is a game in which a player characterobject (hereinafter, referred to as PC) 201 displayed in a third personview is operated in a virtual three-dimensional space (hereinafter,referred to as virtual space). In the example in FIG. 8 , the PC 201 anda cursor 202 associated with the PC 201 are displayed. In addition, inFIG. 8 , a plurality of supporter character objects (hereafter, simplyreferred to as supporters) for supporting the PC 201 are displayed.Moreover, one work target object (hereafter, simply referred to as worktarget) is displayed. Moreover, a switching guide 203 is displayed at alower right portion of the screen.

In the game, the PC 201 and the cursor 202 can be moved in conjunctionby the user performing a predetermined operation. Specifically, thecursor 202 and the PC 201 can be moved by operating the left stick 32.At this time, the PC 201 basically moves while maintaining a constantdistance from the cursor 202. Therefore, the user can move both the PC201 and the cursor 202 at the same time while there is a predetermineddistance therebetween.

Furthermore, the user can cause the PC 201 to “throw” the abovesupporter to the position of the cursor 202. Hereinafter, this operationis referred to as “throwing operation”. In addition, an action(animation) of the PC 201 related to the throwing is referred to as“throwing action”. Moreover, in this example, the throwing operation ispressing of the A-button 53. Pressing and releasing the A-button 53 onceis one operation, and one supporter can be thrown at the position of thecursor 202. In addition, the user can also continuously throw supportersby repeatedly pressing the A-button 53. Hereafter, the supporters to bethrown are referred to as “throwing target supporters”. The supportertype of throwing target supporters is referred to as “throwing targettype”. The state where the A-button 53 is being repeatedly pressed isreferred to as “repeated pressing state”, continuously throwingsupporters by repeated pressing is referred to as “continuous throwing”,and the state of the PC 201 during continuous throwing is referred to as“continuous throwing state”.

The supporter thrown on the basis of the throwing operation performsvarious actions corresponding to a work target near the landing point,on the work target. That is, the game is a game that can be advanced bythrowing supporters toward various work targets and causing thesupporters to perform various actions on the various work targets.Examples of the actions that are performed by the supporters are asfollows. There is an attack action of attacking an enemy character (notshown). There is also a transporting action of transporting apredetermined item to a predetermined position. In addition, there is adestroying action of destroying an obstacle (a rock, a gate, etc.)blocking a path.

Next, the supporters will be described. The supporters are NPCs(non-player characters) associated with the PC 201. The supporters arebiological character objects that act autonomously to some extentthrough AI control. Here, the game has a concept of “party”. The “party”can be composed of one “leader” and a plurality of “members”. The“leader” is the PC 201. The supporters can be “members”. The supportersare scattered on a game field in a state where the supporters do notbelong to any party. The user can add a predetermined supporter to theirown party by performing a predetermined operation. In the game, the PC201 moves in a unit of the “party”. Therefore, the supporter that hasjoined the party automatically moves so as to follow the movement of thePC 201. In addition, only the supporters in the party can be the abovethrowing target supporters.

Here, in the exemplary embodiment, the supporters are divided into aplurality of types, and each type has a different appearance. In theexemplary embodiment, the case where there are four types of supporterswill be described as an example. In the exemplary embodiment, it isassumed that the base color of the appearance is different for eachtype, and specifically, the base colors of the respective types are red,blue, white, and yellow. Therefore, in the following description, therespective types of supporters are referred to as “red supporter”, “bluesupporter”, “white supporter”, and “yellow supporter”. The example inFIG. 8 shows a state where the supporters in the party are arrangedsubstantially in a vertical line for each type. In addition, in thisexample, there are eight supporters for each type. That is, there are atotal of 32 supporters in the party.

In the exemplary embodiment, each type of supporters has not only adifferent appearance but also different characteristics and performance.For example, an attack power and a work power described later can bedifferent depending on the type of supporters.

Next, the work target shown in FIG. 8 will be described. The worktargets are various objects to be targeted for predetermined actionsperformed by the above supporters. Examples of the work targets includeenemy character objects to be targeted for the attack action, atransport body object to be targeted for the above transporting action,an obstacle object to be targeted for the above destroying action, etc.

Here, as a premise for the following description, the types of worktargets in the game will be described. The work targets are broadlyclassified into two types. One of the types is a type of work targetsfor which a “required work power” is set, and the other type is a typeof work targets for which no “required work power” is set. In thefollowing description, the former is referred to as “required power settype” work targets, and the latter is referred to as “required powernon-set type” work targets. In addition, in the following, a descriptionwill be given with the case where one example of the “required power settype” work targets is the above transport body object and one example ofthe “required power non-set type” work targets is the above obstacleobject, as an example.

First, a parameter of “required work power” is set in advance for each“required power set type” work target. In addition, a parameter of “workpower” is set for each of the above supporters. When the total of thework powers of supporters thrown to a “required power set type” worktarget becomes equal to or larger than the required work power, anaction corresponding to the “required power set type” work target isstarted. Meanwhile, such a “required work power” is not set for each“required power non-set type” work target, and even when only onesupporter is thrown to a “required power non-set type” work target, anaction corresponding to the work target can be started. In this example,as for the transport body object which is one example of the “requiredpower set type” work targets, transport of the transport body objectcannot be started unless the total of the work powers of supportersbecomes equal to or larger than the “required work power”. In addition,as for the obstacle object which is an example of the “required powernon-set type” work targets, if even one supporter is thrown thereto, adestroying action by only this one supporter is started. When aplurality of supporters perform the destroying action, the obstacleobject can be destroyed more quickly, but it is possible to destroy theobstacle object with only one supporter, although it takes longer.

Furthermore, in the game, the work targets are classified by anotherclassification method different from the above classification method.Hereinafter, the former classification method is referred to as “firstclassification”, and the latter classification method is referred to as“second classification”. In the second classification, specifically, thework targets are classified into two types: work targets for which thetype of supporters that can perform a predetermined action is limited;and work targets for which there is no such limitation and apredetermined action can be performed by any type of supporters.Hereinafter, the former is referred to as “type-limited type”, and thelatter is referred to as “type-unlimited type”. One example of the“type-limited type” work targets is an obstacle object that is an“electric gate”. The “electric gate” is, for example, an obstacle objectthat is set so as to emit a high-voltage electric current. Only theyellow supporters can perform the destroying action on this obstacleobject, and the other supporters are damaged by this obstacle object.

As described above, in the game, the work targets are classified intothe “required power set type” and “required power non-set type” worktargets by the first classification, and classified into the“type-limited type” and “type-unlimited type” work targets by the secondclassification. In the following, a description will be given on theassumption that all the “required power set type” work targets are“type-unlimited type” work targets and only the “required power non-settype” work targets are classified into “type-limited type” and“type-unlimited type”.

On the assumption that the work targets are classified as describedabove, in the exemplary embodiment, in particular, a situation in whichthe user performs a throwing operation for the transport body object andthe obstacle object will be described as an example. Specifically, twocases, that is, the case of causing the PC 201 to perform a throwingaction for the transport body object and the case of causing the PC 201to perform a throwing action for the obstacle object, will be describedas an example.

First, the case of causing the PC 201 to perform a throwing action forthe transport body object will be described. As described above, theparameter of “required work power” is set in advance for the transportbody object, and when the total of the work powers of supporters thrownto the transport body object becomes equal to or larger than therequired work power, transport (movement) of the transport body objectcan be started. In the exemplary embodiment, as one example of the workpower of each type of supporters, it is assumed that the red supporters,the blue supporters, and the yellow supporters have a work power of “1”,and the white supporters have a work power of “10”. Based on thisassumption, the case of causing the supporters to transport a transportbody object for which “20” is set as a required work power isillustrated using screen examples.

FIG. 8 shows a screen example of a state before an operation fortransport is started. In this state, first, the user performs anoperation for “locking on” the transport body object. Locking on is tofix the position of the cursor 202 at the position at which apredetermined work target is located. Specifically, the user moves thecursor 202 closer to the transport body object and presses a lock-onbutton (in this example, the ZR-button 61). Then, the operation mode ofthe cursor 202 is switched to a lock-on mode, and the cursor 202 movesto a position where the cursor 202 is superimposed on the work targetthat is near the cursor 202 at this time, in this case, the transportbody object. Accordingly, the display position of the cursor 202 isfixed at the position of the transport body object, causing a statewhere the transport body object is locked on. In the followingdescription, the locked-on work target is referred to as “target”.

During the lock-on mode, the cursor 202 is fixed to the target. Thus,during the lock-on mode, the user can throw a supporter at the targetwithout manually performing an operation for moving the cursor 202. Asfor cancellation of the lock-on mode, in this example, the lock-on modecan be cancelled by pressing the B-button 54. Also, when the targetbecomes separated from the PC 201 by a predetermined distance or larger,the lock-on mode is automatically cancelled. When the lock-on mode iscancelled, the cursor 202 moves to a basic position which is theposition at a predetermined distance from the front of the PC 201. Afterthat, the cursor 202 moves in accordance with an operation by the user.

After locking on the transport body object as described above, when theuser presses the A-button 53, the PC 201 starts the throwing action asshown in FIG. 9 . Here, supplementary description will be givenregarding determination of a throwing target supporter. In FIG. 8 andFIG. 9 , the switching guide 203 is displayed at the lower right portionof the screen. The switching guide 203 is an image in which threecircular frames are aligned laterally and the center circular frame islarger than the right and left circular frames. A face image of eachtype of supporters is displayed in each circular frame. In the examplein FIG. 8 and FIG. 9 , the face images of the white supporters, the redsupporters, and the blue supporters are displayed in this order from theleft. In this example, the center circular frame indicates the currentthrowing target type. Therefore, when the user performs a throwingoperation in this state, a throwing action of throwing a red supportertoward the cursor position is performed. In addition, by performing apredetermined “switching operation”, the user can select the currentthrowing target type. For example, by pressing the first R-button 60 inthe state in FIG. 8 , the user can switch so as to slide the three faceimages in the switching guide 203 rightward. As a result, the face imageof the white supporters is displayed in the center circular frame, andthe white supporters can be selected as the current throwing targettype. Also, by pressing the first L-button 38, the user can switch so asto slide the three face images leftward. As a result, the face image ofthe blue supporters is displayed in the center circular frame, and theblue supporters can be selected as the current throwing target type.

Here, as described above, by repeatedly pressing the A-button 53, theuser can cause the PC 201 to continuously throw supporters. While the PC201 is continuously throwing supporters as described above, if theremaining number of the current throwing target type of supporters inthe party reaches 0, the current throwing target type is automaticallyswitched in a predefined order. That is, if the user continues torepeatedly press the A-button 53, for example, when the throwing of theeight red supporters ends, the throwing target type is automaticallyswitched to the blue supporters, and the PC 201 continuously throws theblue supporters (FIG. 11 described later). As described above, in theexemplary embodiment, there are two methods for selecting the currentthrowing target type. In the following description, the method based onthe above switching operation is referred to as “manual switching”, andthe method of automatic switching when the remaining number ofsupporters of a certain type in the party reaches 0 as described aboveis referred to as “automatic switching”.

If the user further continues to repeatedly press the A-button 53 fromthe state in FIG. 9 , the red supporters are continuously thrown asshown in FIG. 10 . In addition, the first thrown red supporter haslanded on the ground (more precisely, this red supporter has landedafter hitting the target at the cursor position and bouncing back). Thesupporter that has landed starts moving toward a placement position forexecuting the transporting action (hereinafter, referred to as place ofduty, and indicated by a star in FIG. 10 ). The time required for thesupporter to reach the place of duty and start the transporting actionafter being thrown is, for example, about 1 second. In other words, thesupporter starts the transporting action 1 second after the throwingoperation is performed.

If the user continues to repeatedly press the A-button 53 from the statein FIG. 10 , a state shown in FIG. 11 arises. In FIG. 11 , since theremaining number of red supporters in the party reaches 0, the currentthrowing target type is switched to the blue supporters as a result ofthe above automatic switching being performed, and the first bluesupporter is thrown. In addition, the movement of the first thrown redsupporter to the place of duty has been completed, and while therequired work power is not satisfied, an animation showing the redsupporter trying to lift the transport body object but not lifting thetransport body object is reproduced. Moreover, the second to fourth redsupporters that have landed after that are moving toward the place ofduty. Moreover, the fifth to eighth red supporters are still in themiddle of movement related to the throwing (hereinafter, referred to asthrowing movement).

Here, in FIG. 9 to FIG. 11 , a work power status image 205 is displayedon the left side of the transport body object. The work power statusimage 205 will be described below. This image is an image in which therequired work power set for the transport body object which is thetarget is shown as a denominator and the currently accumulated workpower (hereinafter, referred to as “operating power”) is shown as anumerator. In the case of FIG. 9 and FIG. 10 , since no supporter hasreached the target (place of duty) yet, the operating power remains 0with respect to the required work power. Meanwhile, in the state in FIG.11 , only one red supporter has reached the place of duty. In theexemplary embodiment, the indication of the operating power is countedup when a supporter reaches the place of duty. Therefore, in FIG. 11 ,the operating power has changed to 1.

After the user continues to repeatedly press the A-button 53 from thestate in FIG. 11 and throwing of a total of 20 supporters (eight redsupporters, eight blue supporters, and four yellow supporters) ends,when all the 20 supporters reach the place of duty, transport of thetransport body object is started. As a result, a screen shown in FIG. 12can be displayed. In FIG. 12 , the required work power and the operatingpower are both 20 in the work power status image 205, which indicatesthat the required work power for transport is satisfied. Then, as shownin FIG. 13 , the transport body object is transported toward apredetermined destination (not shown). FIG. 13 also shows that thelock-on is also automatically cancelled since the distance between thePC 201 and the transport body object becomes equal to or larger than apredetermined distance as the transport body object moves.

As described above, in the exemplary embodiment, by throwing supporterssuch that work powers equal to or larger than the required work powerset for the transport body object are accumulated, it is possible tocause the supporters to transport the transport body object.

When supporters whose work powers are equal to or larger than therequired work power are thrown, the transport speed may be increased.For example, for the above transport body object having a required workpower of 20, the transport speed may be made higher in a state of anoperating power of 30 than in the state of an operating power 20 asdescribed above. Accordingly, by throwing supporters such that the workpowers thereof are equal to or larger than the required work power, thetransport body object can be transported to the destination morequickly.

Meanwhile, regarding the operation of repeatedly pressing the A-button53 by the user as described above, the following problems can beconsidered. First, when the user simply repeatedly presses the A-button53, supporters whose number is more than necessary may be thrown. In theabove example, the following situation is considered: when the usersimply repeatedly presses the A-button 53, even if throwing of 20supporters ends, the user does not stop the repeated pressing at theright timing and still continues to repeatedly press the A-button 53. Inparticular, in the exemplary embodiment, the count-up of the work powerstatus image 205 is performed when a supporter reaches the place ofduty. Therefore, when the throwing operation for 20 supporters iscompleted (20 times of repeated pressing), some supporters are still inthe middle of throwing movement and have not reached the place of dutyyet, and thus the indication of the work power status image 205 has notbecome “20/20”. For example, when the user finishes the throwingoperation for 20 supporters, the work power status image 205 mayindicate “18/20”. Therefore, it is considered that the user maydetermine that the throwing operation required for starting transporthas not been completed, and may continue to repeatedly press theA-button 53. However, if the user continues to repeatedly press theA-button 53, throwing of the 21st supporter may be wasteful throwing. Inorder to suppress such wasteful throwing, it is considered that if theuser intends to throw, for example, only 20 supporters, the user mayperform the throwing operation while counting the number of times thethrowing operation is performed (the number of times the A-button 53 ispressed) in their mind. However, if the user merely counts the number oftimes of the throwing operation in their mind, there is still apossibility that the user cannot stop the operation as intended and afew supporters more than necessary are thrown due to the momentum of therepeated pressing operation. Therefore, as another operation, anoperation of stopping the repeated pressing operation once in the middleand then slowly performing the throwing operation for the rest foradjustment, is also conceivable. For example, when the indication of thework power status image 205 reaches “15/20”, the user stops the repeatedpressing operation once, and then presses the A-button 53 each timeconfirming throwing of one supporter. In this case, the possibility ofsuppressing wasteful throwing is increased, but, since the repeatedpressing operation is stopped in the middle, the tempo of subsequentoperations may be deteriorated, and the user cannot start thetransporting action promptly, which may lead to a decrease inoperability.

Therefore, in the exemplary embodiment, control in which, when athrowing operation that satisfies the required work power is performed,control for the throwing action of the PC 201 is temporarily stopped, isperformed. Specifically, for 1 second after the throwing operation thatsatisfies the required work power is performed, the PC 201 is controllednot to perform the throwing action even if the A-button 53 is pressed.Hereinafter, controlling not to perform the throwing action as describedabove is referred to as “stopper”. Accordingly, occurrence of wastefulthrowing as described above is suppressed while maintaining good tempoof operation by repeated pressing.

FIG. 14 illustrates an outline of stopper control according to theexemplary embodiment. In FIG. 14 , it is assumed that the user pressesthe A-button 53 29 times from the state in FIG. 8 . In this case, theabove throwing action is performed until the 20th repeated pressing, and20 supporters are thrown. Then, the stopper is activated, and during astopper activation period which is 1 second in this example, thethrowing operation is not performed even if the A-button 53 isrepeatedly pressed. FIG. 12 shows that the stopper is activated and thatthe PC 201 is not performing the throwing action (although the repeatedpressing continues). Accordingly, the user is given an uncomfortablefeeling that the PC 201 does not perform the throwing action even thoughthe repeated pressing is performed, and this uncomfortable feeling canmake the user notice that throwing of the required supporters has beencompleted. Therefore, the user can suppress wasteful throwing bystopping the repeated pressing of the A-button 53 at this time. On theother hand, the user can also intentionally continue the repeatedpressing. In this case, as shown in FIG. 14 , the repeated pressingduring the stopper activation period (the 21st to 26th repeatedpressing) is made substantially invalid. Thereafter, the stopperactivation period ends, and the throwing action is restarted from the27th repeated pressing. Therefore, the 21st supporter is thrown inaccordance with the operation of the 27th repeated pressing in FIG. 14 .That is, when the user repeatedly presses the A-button 53 as shown inFIG. 14 , the action of the PC 201 is as follows: throwing of 20supporters, stop of the throwing action for 1 second, and restart of thethrowing action after 1 second elapses.

Here, in the example in FIG. 14 , the case where all the supporters tobe thrown to the transport body object having a required work power of20 are supporters having a work power of “1” is assumed and described.Therefore, the stopper is activated from the 21st repeated pressing. Inthis regard, for example, if a white supporter having a work power of“10” is thrown at the 16th repeated pressing, the required work power issatisfied by the white supporter. Therefore, in this case, the stopperis activated (for 1 second) from the 17th repeated pressing.

In the exemplary embodiment, the stopper is activated when a throwingoperation that satisfies the required work power is performed.Therefore, even if the work power status image 205 indicates that therequired work power has not been satisfied yet, the stopper can beactivated. In the above example, when the work power status image 205 isdisplayed to indicate “18/20”, if an input of the 20 the repeatedpressing of the A-button 53 is performed, the stopper is activated atthis time.

Also, in the exemplary embodiment, after the stopper is activated, whenthe user stops the repeated pressing before 1 second elapses, thestopper is cancelled at that time. For example, after the stopper isactivated, if the user stops the repeated pressing when 0.5 secondselapses, the stopper is cancelled at that time even before 1 secondelapses. Accordingly, for example, a user who is accustomed to playingthe game can intentionally cancel the stopper early by immediatelystopping the repeated pressing, and can restart a further throwingoperation promptly.

Meanwhile, in the exemplary embodiment, while the above transport bodyobject is locked on, when the required work power is reached and thereis another transport body object nearby, control in which the lock-ontarget (target) is automatically switched to the other transport bodyobject is performed (in the above screen example, since there is noother transport body object nearby, automatic target switching does notoccur).

Here, a situation in which transport body objects are densely located ina predetermined range as shown in FIG. 15 is assumed. Also, thesetransport body objects have a required work power of “1”. That is, thissituation is a situation in which transport body objects each of whichcan be transported by one supporter are densely located. In such a case,when the above stopper control is performed, combined with the aboveautomatic switching of the lock-on target, operability may be decreased.Specifically, by performing the throwing operation once, the operatingpower reaches the required work power. In this case, in the abovecontrol, the activation of the stopper and the automatic switching ofthe lock-on target can occur at the same time. Therefore, if the userrepeatedly presses the A-button 53 in such a situation, even though thetarget has been switched, throwing to the target after the switching isnot performed, due to the activation of the stopper. As a result, thismay make the user feel a decrease in operability (poor response) relatedto repeated pressing. Therefore, in the exemplary embodiment, control inwhich, as an exception, the above stopper is not activated for sometransport body objects having a required work power of “1” is alsoperformed. Specifically, by adding an attribute of “stopper invalidity”to transport body objects, control in which the stopper is not activatedfor the transport body objects is performed. Accordingly, for thetransport body objects that are in a situation in which it is consideredto be better not to activate the stopper, in the above example, for thetransport body objects that have a required work power of “1” and thatare densely placed, the stopper is not activated, and only the aboveautomatic switching of the lock-on target can be caused to function. Asa result, the user can be provided with the operability that thesetransport body objects are transported one after another as shown inFIG. 16 only by repeatedly pressing the A-button 53. Furthermore, forsome transport body objects having the above attribute of “stopperinvalidity”, the work power status image 205 is also not displayed. Forthe transport body objects that are not in the above situation in whichit is considered to be better not to activate the stopper, such astransport body objects that have a required work power of “1” but arenot densely placed as described above, the stopper may be activated andthe work power status image 205 may be displayed.

[Case of Obstacle Object]

Next, the processing of the exemplary embodiment in the case of causingthe PC 201 to perform the throwing action for the obstacle object willbe described. As described above, in the game, the “required powernon-set type” obstacle objects are further classified into two types ofobstacle objects by the above second classification. Of these types,especially when the throwing operation is performed on the “type-limitedtype” obstacle objects, the following problems exist. For example, theobstacle object that is the above-described “electric gate” is assumed.The “electric gate” is, for example, an obstacle object that is set soas to emit a high-voltage electric current. Only the yellow supporterscan perform the destroying action on this obstacle object, and the othersupporters are damaged by this obstacle object. In such a case, if atype of a supporter other than the yellow supporters is thrown to thisobstacle object, the HP of the supporter may reach 0 due to damage andthe supporter may disappear. In particular, as described above, when theremaining number of the current throwing target type of supporters inthe party reaches 0, automatic switching of the throwing target type isperformed, but if the user continues to repeatedly press the A-button53, for example, the user may throw another type of supporters withoutnoticing that the remaining number of yellow supporters has reached 0.As a result, for example, unintended disappearance of a supporter mayoccur, which may result in a situation disadvantageous to the user.

Therefore, in the exemplary embodiment, while continuous throwing isbeing performed on the “type-limited type” obstacle object, whenautomatic switching of the throwing target type occurs, theabove-described stopper is activated to temporarily stop the throwingaction. Accordingly, by giving the user an uncomfortable feeling thatthrowing is not performed even though the repeated pressing is performedin the same manner as described above, “awareness” can be given to theuser. Accordingly, a trigger to stop repeatedly pressing the A-button 53can be given to the user.

When the throwing target type is switched by the above manual switching,the above stopper is not activated. This is because, since the manualswitching is an intentional switching operation by the user, if thestopper is activated in this case, even though the switching isperformed by the intention of the user and a throwing operation isperformed, throwing is not performed, which may lead to a decrease inoperability.

In the exemplary embodiment, the stopper is activated only once withinone period of repeated pressing (a period from the start to the end of aseries of repeated pressing operations, and hereinafter, referred to asone repeated pressing period). If the stopper is activated once butrepeated pressing continues, it is inferred that the user intentionallyperforms the repeated pressing. Therefore, in this case, the intentionof the user is respected, and the stopper is not activated for thesecond time and later during the one repeated pressing period.

One example of the stopper control for the “electric gate” which is theabove “type-limited type” obstacle object will be illustrated usingscreen examples. First, FIG. 17 shows a state where the “electric gate”is locked on. Also, the current throwing target type is the yellowsupporters. In this state, when the user starts repeatedly pressing theA-button 53, the yellow supporters in the party are sequentially throwntoward the cursor 202 as shown in FIG. 18 .

Then, when the remaining number of yellow supporters in the partyreaches 0, a state shown in FIG. 19 arises. FIG. 19 shows that thethrowing target type has been switched to the white supporters by theabove automatic switching. That is, in the display of the switchingguide 203, the face image in the center circular frame has been switchedfrom that of the yellow supporters to that of the white supporters.Then, the above stopper is activated in accordance with the occurrenceof this automatic switching. Therefore, in FIG. 19 , the PC 201 hastemporarily stopped the throwing action. In addition, in FIG. 19 , someof the yellow supporters are still in the middle of movement related tothe throwing (have not landed yet). Then, when these yellow supportersland and move to the place of duty, a state shown in FIG. 20 arises. Atthis time, the stopper is still activated. Therefore, the user can begiven an uncomfortable feeling that throwing is not performed eventhough repeated pressing is performed, thereby making the user noticethat all the yellow supporters have been thrown. Therefore, the user isgiven an option to stop the repeated pressing at this time.

After the stopper is activated, if 1 second elapses as in the abovewithout the user intentionally stopping the repeated pressing, thestopper is cancelled. As a result, as shown in FIG. 21 , throwing of thewhite supporters is started. However, in this case, as described abovefor example, the white supporters are damaged by the “electric gate”,which may cause a situation disadvantageous to the user.

As for the activation of the stopper for the above “type-limited type”work target, as in the case of the above transport body object, thestopper is activated only once during one repeated pressing period.

[Details of Game Processing According to Exemplary Embodiment]

Next, the game processing in the exemplary embodiment will described inmore detail with reference to FIG. 22 to FIG. 40 .

[Data to be Used]

First, various kinds of data to be used in the game processing will bedescribed. FIG. 22 illustrates a memory map showing an example ofvarious kinds of data stored in the DRAM 85 of the main body apparatus2. In the DRAM 85 of the main body apparatus 2, a game program 301, PCdata 302, supporter type master data 303, supporter data 304, worktarget data 305, throwing target type data 306, operation data 310,etc., are stored.

The game program 301 is a program for executing the game processing inthe exemplary embodiment.

The PC data 302 is data regarding the above PC 201. FIG. 23 illustratesan example of the data structure of the PC data 302. The PC data 302includes at least PC position and orientation information 321, a PCmovement parameter 322, party information 323, a PC state 324, arepeated pressing state flag 325, cursor position information 326, alock-on flag 327, target information 328, a stopper flag 329, and anactivated flag 330.

The PC position and orientation information 321 is data indicating thecurrent position and the current orientation of the PC 201 in thevirtual space.

The PC movement parameter 322 is data used for controlling the movementof the PC 201. For example, the PC movement parameter 322 includesparameters indicating a movement direction, a movement speed, etc., ofthe PC 201.

The party information 323 is data that defines the content of the aboveparty having the PC 201 as a leader. The party information 323 includesat least information for specifying the supporters that join the party.In addition, information indicating the remaining number of each type ofsupporters in the party (e.g., a counter for the remaining number) isalso included.

The PC state 324 is information indicating the current action state ofthe PC 201. In this example, information indicating at least “waiting”,“moving”, or “throwing action” can be set.

The repeated pressing state flag 325 is a flag indicating whether or notthe user is in a state of repeatedly pressing the A-button 53(hereinafter, repeated pressing state). In other words, the repeatedpressing state flag 325 is also a flag indicating whether or not the PC201 is in a state of continuously throwing supporters. If the repeatedpressing state flag 325 is ON, it indicates that the user is in therepeated pressing state.

The cursor position information 326 is information indicating thecurrent position of the cursor 202 (associated with the PC 201).

The lock-on flag 327 is a flag indicating whether or not the currentmode is the above lock-on mode.

The target information 328 is information for specifying a currentlylocked-on work target (target) in the case of the lock-on mode.

The stopper flag 329 is a flag indicating whether or not theabove-described stopper is currently activated. If the stopper flag 329is ON, it indicates that the stopper is activated.

The activated flag 330 is a flag for indicating whether or not thestopper has already been activated once within one repeated pressingperiod as described above. If the activated flag 330 is ON, it indicatesthat the stopper has already been activated once.

In addition, the PC data 302 includes various kinds of data for formingthe appearance of the PC 201 (three-dimensional model data, texturedata, etc.) and data that defines animations of various actions to beperformed by the PC 201.

Referring back to FIG. 22 , the supporter type master data 303 is datathat defines the types of supporters, work powers, etc. FIG. 24illustrates an example of the data structure of the supporter typemaster data 303. As shown in FIG. 24 , the supporter type master data303 is a database consisting of a set of records each including itemssuch as supporter type information 331, work power information 332, andappearance data 333. The supporter type information 331 is informationindicating one of the types of supporters. In this example, “redsupporter”, “blue supporter”, “white supporter”, or “yellow supporter”is stored in the supporter type information 331. The work powerinformation 332 is information that defines the work power of eachsupporter of that type. The appearance data 333 is data for forming theappearance of each supporter of that type.

Referring back to FIG. 22 , the supporter data 304 is data for managingeach supporter. FIG. 25 illustrates an example of the data structure ofthe supporter data 304. The supporter data 304 is a database consistingof a set of records each including items shown in FIG. 25 . In FIG. 25 ,each record includes at least items such as a supporter ID 341,supporter type information 342, supporter position and orientationinformation 343, an affiliation state 344, a supporter action state 345,and an action parameter 346.

The supporter ID 341 is an ID for uniquely identifying each supporter.The supporter type information 342 is information indicating which ofthe above four types the supporter is, and is information correspondingto the supporter type information 331 of the supporter type master data303.

The supporter position and orientation information 343 is informationindicating the current position and the current orientation of thesupporter in the virtual game space.

The affiliation state 344 is data indicating whether or not thesupporter currently belongs to the party of the PC 201. In this example,as the content of this data, “PC” is set if the supporter belongs to theparty of the PC 201, and “not belonging” is set if the supporter doesnot belong to the party of the PC 201.

The supporter action state 345 is data indicating the current actionstate of the supporter. As the state of the supporter, for example,“waiting”, “moving”, “work waiting”, “working”, etc., are set.Supplementary description will be given regarding each state. When thesupporter is thrown, “work waiting” is set as a state until thesupporter reaches the above “place of duty”. Then, when the supporterreaches the “place of duty”, “working” is set. In the case of “working”,the supporter performs a predetermined action (the above transportingaction, destroying action, or the like) corresponding to the worktarget. In addition, when the supporter is moving so as to follow the PC201, “moving” is set, and when the supporter is not moving but iswaiting, “waiting” is set. In addition, when the predetermined action iscompleted in the state of “working” (when the transport body object istransported to the destination or when destruction of an obstacle isfinished), “waiting” is set.

The action parameter 346 includes various parameters for controlling theaction of the supporter, and parameters corresponding to the content ofthe supporter action state 345 are set as appropriate. For example, ifthe supporter action state 345 is “moving” or “work waiting”, parametersindicating a movement direction and a movement speed are set. Inaddition, if the supporter action state 345 is “working”, parameterscorresponding to the action to be executed are set. For example, in thecase of the transporting action, parameters of a movement direction anda movement speed for transport are set. In addition, in the case of thedestroying action, parameters of an attack power (destructive power) tobe given to the work target, an attack speed, and an attack position areset.

In addition, although not shown, each record of the supporter data 304may include, for example, various kinds of information required for thegame processing, such as the hit point (HP), etc., of each supporter.

Referring back to FIG. 22 , the work target data 305 is data formanaging the work targets. Specifically, the work target data 305 is adatabase consisting of a set of records each including items shown inFIG. 26 . In FIG. 26 , each record includes at least items such as awork target ID 351, first classification information 352, required workpower information 353, operating power information 354, waiting powerinformation 355, a stopper invalidity flag 356, second classificationinformation 357, workable type information 358, work target position andorientation information 359, and appearance data 360.

The work target ID 351 is an ID that uniquely identifies each worktarget.

The first classification information 352 is information indicatingwhether the work target related to the record is “required power settype” or “required power non-set type”. The required work powerinformation 353 is information that defines the required work power whenthe work target is “required power set type”. The operating powerinformation 354 is the total value of the work powers (hereinafter,operating powers) of supporters whose supporter states are “working”,for the work target. The waiting power information 355 is the totalvalue of the work powers (hereinafter, waiting powers) of supporterswhose supporter states are “work waiting”, for the work target.

The stopper invalidity flag 356 is a flag indicating whether or not thework target related to the record is a “required power set type” worktarget and the above-described required work power thereof is “1”. Asdescribed above, the stopper is not activated for such a work target,and thus an attribute of stopper invalidity is set by the flag. If thestopper invalidity flag 356 is ON, it indicates the work target is awork target having a required work power of “1” (a work target for whichthe stopper is not activated).

The contents of the required work power information 353, the operatingpower information 354, the waiting power information 355, and thestopper invalidity flag 356 are set only for the “required power settype” work targets. For the “required power non-set type” work targets,for example, Null values may be set for these items.

The second classification information 357 is information indicatingwhether the work target related to the record is the above “type-limitedtype” or “type-unlimited type”. The workable type information 358 isinformation specifying the type of supporters capable of performing apredetermined action on the work target related to the record when thework target is the above “type-limited type”. The workable typeinformation 358 is set only when the work target is the above“type-limited type”, and, in the other case, for example, a Null valuemay be set.

The work target position and orientation information 359 is informationindicating the current position and orientation of the work targetrelated to the record in the virtual space. The appearance data 360 isvarious kinds of data for forming the appearance of the work target.

In addition, although not shown, work target data 305 may includeinformation that defines the weight, characteristics, etc., of each worktarget, etc.

Referring back to FIG. 22 , the throwing target type data 306 is dataindicating which type the current throwing target type is, and is datafor managing the display content of the switching guide 203. Thethrowing target type data 306 includes center frame information 307,right frame information 308, and left frame information 309 which areinformation corresponding to the three circular frames of the switchingguide 203, respectively. The center frame information 307 includesinformation specifying the throwing target type to be displayed in thecenter circular frame of the switching guide 203. In addition, thecenter frame information 307 is also information indicating the currentthrowing target type. The right frame information 308 includesinformation specifying the throwing target type to be displayed in theright circular frame of the switching guide 203, and the left frameinformation 309 includes information specifying the throwing target typeto be displayed in the left circular frame of the switching guide 203.

The operation data 310 is data obtained from the controller operated bythe user. That is, the operation data 310 is data indicating the contentof an operation performed by the user. FIG. 27 illustrates an example ofthe data structure of the operation data 310. The operation data 310includes at least digital button data 371, right stick data 372, leftstick data 373, right inertial sensor data 374, and left inertial sensordata 375. The digital button data 371 is data indicating pressed statesof various buttons of the controllers. The right stick data 372 is datafor indicating the content of an operation on the right stick 52.Specifically, the right stick data 372 includes two-dimensional data ofx and y. The left stick data 373 is data for indicating the content ofan operation on the left stick 32. The right inertial sensor data 374 isdata indicating the detection results of the inertial sensors such asthe acceleration sensor 114 and the angular velocity sensor 115 of theright controller 4. Specifically, the right inertial sensor data 374includes acceleration data for three axes and angular velocity data forthree axes. The left inertial sensor data 375 is data indicating thedetection results of the inertial sensors such as the accelerationsensor 104 and the angular velocity sensor 105 of the left controller 3.

In addition, various kinds of data required for the game processing arealso generated as appropriate and stored in the DRAM 85.

[Details of Processing Executed by Processor 81]

Next, the details of the game processing in the exemplary embodimentwill be described. Here, control related to the above-described throwingoperation will be mainly described, and the detailed description ofother various kinds of game processing is omitted. In the exemplaryembodiment, flowcharts described below are realized by one or moreprocessors reading and executing the above program stored in one or morememories. The flowcharts are merely an example of the processing.Therefore, the order of each process step may be changed as long as thesame result is obtained. In addition, the values of variables andthresholds used in determination steps are also merely examples, andother values may be used as necessary.

FIG. 28 is a flowchart showing the details of the game processingaccording to the exemplary embodiment. A process loop of steps S2 to S7in FIG. 28 is repeatedly executed every frame period. In the exemplaryembodiment, a description will be given on the assumption that a framerate is 30 fps.

[Preparation of Game]

In FIG. 28 , in step S1, the processor 81 executes a game preparationprocess. In this process, the processor 81 constructs a virtual spaceand places the PC 201, the supporters, and various work targets thereinas appropriate. Then, the processor 81 takes an image of the virtualspace with the virtual camera to generate a game image, and outputs thegame image. In addition, the processor 81 loads various kinds of datarequired for the game processing, into the DRAM 85, and initializesvariable data such as various flags and variables as appropriate.

[Control for PC 201]

Next, in step S2, the processor 81 executes a player character controlprocess. In this process, a process for reflecting the content of anoperation by the user in the action of the PC 201 is performed. FIG. 29is a flowchart showing the details of the player character controlprocess. First, in step S11, the processor 81 acquires the operationdata 310. Next, in step S12, the processor 81 executes a cursor controlprocess for controlling the movement of the cursor 202.

FIG. 30 and FIG. 31 are flowcharts showing the details of the cursorcontrol process. In FIG. 30 , first, in step S31, the processor 81refers to the lock-on flag 327 and determines whether or not the currentmode is the lock-on mode. If the current mode is not the lock-on mode(NO in step S31), in step S32, the processor 81 determines whether ornot a condition for shifting to the lock-on mode has been satisfied. Inthis example, this condition is that the user presses the ZR-button 61(lock-on button) in a state where a predetermined work target is locatedin a predetermined range from the cursor 202.

As a result of the determination, if the condition for shifting to thelock-on mode has not been satisfied (NO in step S32), in step S33, theprocessor 81 moves the cursor 202 on the basis of the operation contentindicated by the operation data 310. Then, the processor 81 ends thecursor control process.

On the other hand, as a result of the determination, if the conditionfor shifting to the lock-on mode has been satisfied (YES in step S32),in step S34 the processor 81 determines a target to be locked on, andsets this target in the target information 328. For example, the worktarget that is closest to the cursor 202 is determined as the target.

Next, in step S35, the processor 81 sets a predetermined position atwhich the cursor 202 is superimposed on the target, as the cursorposition information 326. In subsequent step S36, the processor 81 setsthe lock-on flag 327 to be ON. Then, the processor 81 ends the cursorcontrol process.

Next, processing in the case where, as a result of the determination instep S31 above, the current mode is the lock-on mode, will be described.In this case, in step S37 in FIG. 31 , the processor 81 determineswhether or not a first unlock condition for cancelling the lock-on modehas been satisfied. The first unlock condition is specifically that thetarget is a “required power set type” work target and the required workpower thereof is satisfied. As a result of the determination, if thefirst unlock condition has been satisfied (YES in step S37), next, instep S38, the processor 81 determines whether or not any other worktarget that can be a target is present near the current target. As aresult of the determination, if such a work target is not present (NO instep S38), the processor 81 advances the processing to step S42described later.

On the other hand, if any other work target that can be a target ispresent (YES in step S38), in step S39, the processor 81 switches thetarget to the other work target. At this time, when a plurality of suchother work targets are present, the work target that is closest to thecurrent target is selected as a switching destination. Then, theprocessor 81 sets information specifying the work target that is theswitching destination, in the target information 328.

Next, in step S40, the processor 81 sets the position of the targetafter switching, as the cursor position information 326. Then, theprocessor 81 ends the cursor control process.

On the other hand, as a result of the determination in step S37 above,if the first unlock condition has not been satisfied (NO in step S37),in step S41, the processor 81 determines whether or not a second unlockcondition has been satisfied. The second unlock condition isspecifically that the user performs an operation for unlocking or thedistance between the PC 201 and the current target becomes equal to orlarger than a predetermined distance. As a result of the determination,if the second unlock condition has been satisfied (YES in step S41), instep S42, the processor 81 sets the lock-on flag 327 to be OFF. Insubsequent step S43, the processor 81 sets the above basic position asthe cursor position information 326. Then, the processor 81 ends thecursor control process.

On the other hand, if the second unlock condition has not been satisfied(NO in step S41), in step S44, the processor 81 sets the position of thetarget as the cursor position information 326. That is, the processor 81controls the cursor 202 so as to continue to fix the cursor 202 to thetarget (continue a locked-on state). Then, the processor 81 ends thecursor control process.

Referring back to FIG. 29 , next, in step S13, the processor 81determines whether or not a throwing operation has been performed, inthis example, the A-button 53 has been pressed (once). As a result ofthe determination, if the throwing operation has been performed (YES instep S13), in step S14, the processor 81 executes a continuous throwingstopper control process.

FIG. 32 is a flowchart showing the details of the continuous throwingstopper control process. In FIG. 32 , first, in step S51, the processor81 determines whether or not the stopper flag 329 is ON. If the stopperflag 329 is not ON (NO in step S51), in step S52, the processor 81executes a stopper activation process. On the other hand, if the stopperflag 329 is ON (YES in step S51), in step S53, the processor 81 executesa stopper cancellation process. Then, the processor 81 ends thecontinuous throwing stopper control process. Hereinafter, each of theseprocesses will be described.

FIG. 33 and FIG. 34 are flowcharts showing the details of the abovestopper activation process. In FIG. 33 , first, in step S61, theprocessor 81 determines whether or not a condition for determining thecurrent state is a state where repeated pressing (of the A-button 53) isbeing performed (hereinafter, repeated pressing state) has beensatisfied, on the basis of the operation data 310. In the exemplaryembodiment, since a description is given on the assumption that oneframe is 1/30 seconds (30 fps), for example, if the current input of theA-button 53 is an input within 10 frames from the frame in which theprevious input of the A-button 53 is detected, it is determined that thecurrent state is the repeated pressing state. That is, in the exemplaryembodiment, if a situation in which the A-button 53 is repeatedlyinputted within 10 frames continues, the current state is treated as therepeated pressing state.

As a result of the determination, if the condition for determining thatthe current state is the repeated pressing state has not been satisfied(NO in step S61), the processor 81 ends the stopper activation process.On the other hand, if this condition has been satisfied (YES in stepS61), in step S62, the processor 81 sets the repeated pressing stateflag 325 to be ON.

Next, in step S63, the processor 81 determines whether or not the cursor202 is indicating a “required power set type” work target (in thisexample, the above transport body object). That is, it is determinedwhether or not the current target is a “required power set type” worktarget. As a result of the determination, if the cursor 202 isindicating a “required power set type” work target (YES in step S63),next, in step S64, the processor 81 determines whether or not thestopper invalidity flag 356 for the work target indicated by the cursor202 is ON. That is, it is determined whether or not the current targetis a work target having an attribute of “stopper invalidity”. As aresult of the determination, if the current target is a work targethaving an attribute of “stopper invalidity” (YES in step S64), theprocessor 81 ends the stopper activation process. That is, in this case,the stopper is not activated.

On the other hand, as a result of the determination, if the currenttarget is not a work target having an attribute of “stopper invalidity”(NO in step S64), in step S65, the processor 81 determines whether ornot a work power condition for activating the stopper has beensatisfied. Specifically, first, the processor 81 acquires the requiredwork power information 353, the operating power information 354, and thewaiting power information 355 of the current target. Next, the processor81 calculates the total value of the operating power and the waitingpower on the basis of the acquired information. Then, the processor 81determines whether or not the total value is equal to or larger than therequired work power. If the total value is equal to or larger than therequired work power, the processor 81 determines that the work powercondition for activating the stopper has been satisfied.

As a result of the determination, if the work power condition has notbeen satisfied (NO in step S65), the processor 81 ends the stopperactivation process. On the other hand, if the work power condition hasbeen satisfied (YES in step S65), in step S66 in FIG. 34 , the processor81 determines whether or not the activated flag 330 is ON. That is, theprocess 81 determines whether or not the stopper has already beenactivated once during a repeated pressing period related to the currentrepeated pressing state. As a result of the determination, if theactivated flag 330 is ON (YES in step S66), the processor 81 ends thestopper activation process. That is, in this case, the stopper is notactivated. On the other hand, if the activated flag 330 is OFF (NO instep S66), in step S67, the processor 81 sets the stopper flag 329 to beON, and starts counting the elapsed time during stopper activation(hereinafter, referred to as stopper counting). Then, the processor 81ends the stopper activation process.

On the other hand, as a result of the determination in step S63 above,if the cursor 202 is not indicating a “required power set type” worktarget (NO in step S63), it is determined that the current target is a“required power non-set type” work target (in this example, the aboveobstacle object). In this case, in step S68, the processor 81 determineswhether or not the above-described automatic switching has occurred forthe throwing target type (more precisely, it is determined whether ornot an automatic switching process has been performed in a throwingprocess (described later) in the immediately previous frame). As aresult of the determination, if automatic switching of the throwingtarget type has not occurred (NO in step S68), the processor 81 ends thestopper activation process. On the other hand, if automatic switching ofthe throwing target type has occurred (YES in step S68), in step S69,the processor 81 determines whether or not a suspension condition forstopper activation has been satisfied. The suspension condition is acondition for suspending activation of the stopper, and is specificallythat the current target is a “type-unlimited type” work target. That is,the suspension condition is a condition for performing control in which,in principle, the stopper is activated if automatic switching occurs,but the stopper is not activated if the target is a “type-unlimitedtype”. This is to improve the operation response by not activating thestopper if a disadvantageous situation such as damage does not occureven when continuous throwing is continued.

As a result of the determination, if the suspension condition has notbeen satisfied, that is, the current target is “type-limited type” (NOin step S69), the processor 81 advances the processing to step S66above. That is, control in which the stopper is activated if the stopperhas not already been activated during the current repeated pressingperiod and the stopper is not activated if the stopper has already beenactivated once during the current repeated pressing period, isperformed. On the other hand, as a result of the determination, if thesuspension condition has been satisfied (YES in step S69), the processor81 ends the stopper activation process. That is, in this case, thestopper is not activated. This is the end of the description of thestopper activation process.

Next, the stopper cancellation process will be described. This processis a process for cancelling the stopper if 1 second elapses (in therepeated pressing state) after the stopper is activated. FIG. 35 is aflowchart showing the details of the stopper cancellation process. InFIG. 35 , first, in step S71, the processor 81 determines whether or not1 second has elapsed (in the repeated pressing state) from the start ofthe above stopper counting. As a result of the determination, if 1second has not elapsed (NO in step S71), the processor 81 ends thestopper cancellation process. On the other hand, if 1 second has elapsed(YES in step S71), in step S72, the processor 81 sets the activated flag330 to be ON. Next, in step S73, the processor 81 sets the stopper flag329 to be OFF. Then, the processor 81 ends the stopper cancellationprocess. This is the end of the description of the stopper cancellationprocess.

Referring back to FIG. 29 , next, in step S15, the processor 81determines whether or not the stopper flag 329 is ON. As a result of thedetermination, if the stopper flag 329 is not ON (NO in step S15), instep S16, the processor 81 executes a throwing process for causing thePC 201 to perform the above throwing action. On the other hand, if thestopper flag 329 is ON (YES in step S15), the throwing process isskipped, and the processor 81 advances the processing to the next step.

[Throwing Process]

FIG. 36 and FIG. 37 are flowcharts showing the details of the throwingprocess. In FIG. 36 , first, in step S81, the processor 81 determineswhether or not the PC state 324 is “throwing”. If the PC state 324 isnot “throwing”, the processor 81 sets “throwing” as the PC state 324 instep S82. Accordingly, an animation for the throwing action isreproduced. On the other hand, if the PC state 324 is already“throwing”, the process in step S82 is skipped.

Next, in step S83, the processor 81 selects one throwing targetsupporter from the current throwing target type in the party (thisselection method may be any method).

Next, in step S84, the processor 81 sets the content of the actionparameter 346 related to the supporter selected as a target to bethrown. This parameter can be set as appropriate in accordance with thework target that is the throwing destination, and the position of thecursor 202. Specifically, the landing point, the position of theabove-described “place of duty”, a movement trajectory based on thesepositions, etc., are set as parameters for movement. In addition,various parameters indicating the content of the action (transportingaction, destroying action, etc.) to be taken by the supporter are set inaccordance with the work target that is the throwing destination.

Next, in step S85, the processor 81 sets “work waiting” as the supporteraction state 345 corresponding to the throwing target supporter.

Next, in step S86, the processor 81 determines whether or not the cursor202 is indicating a “required power set type” work target. That is, itis determined whether or not the target is the transport body object. Asa result of the determination, if the cursor 202 is indicating a“required power set type” work target (YES in step S86), in step S87,the processor 81 adds the work power of the supporter that has become atarget to be thrown, to the waiting power information 355 of the target.In this example, if a red, blue, or yellow supporter is a target to bethrown, “1” is added, and if a white supporter is a target to be thrown,“10” is added.

On the other hand, as a result of the determination in step S86 above,if the cursor 202 is not indicating a “required power set type” worktarget (NO in step S86), since a “required power non-set type” worktarget is the target (in this example, the obstacle object), the processin step S87 above is skipped.

Next, in step S88 in FIG. 37 , the processor 81 updates the content ofthe party information 323 such that the remaining number of the type ofsupporters in the party that are targets to be thrown is decreased by 1.For example, when one red supporter is thrown, the content of the partyinformation 323 of the PC data 302 is updated such that the remainingnumber of red supporters in the party is decreased by 1 (e.g., thecounter indicating the remaining number of red supporters is decreased)

Next, in step S89, the processor 81 refers to the party information 323and determines whether or not the remaining number of supporters in theparty for the current throwing target type has reached 0. As a result ofthe determination, if the remaining number of supporters has reached 0(YES in step S89), in step S90, the processor 81 performs automaticswitching of the throwing target type. Specifically, the processor 81selects the next throwing target type on the basis of the predefinedorder. Then, the processor 81 sets information indicating the selectedtype, in the center frame information 307 of the throwing target typedata 306. In addition, along with this, the processor 81 also updatesthe right frame information 308 and the left frame information 309.

On the other hand, as a result of the determination, if the aboveremaining number is not 0 (NO in step S89), the process in step S90above is skipped. This is the end of the throwing process.

Referring back to FIG. 29 , processing in the case where, as a result ofthe determination in step S13 above, the throwing operation has not beenperformed, will be described next. In this case, in step S19, theprocessor 81 determines whether or not the current state is the repeatedpressing state and a condition for cancelling the repeated pressingstate has been satisfied. That is, the processor 81 determines whetheror not the current state is a state immediately after the user stopsrepeated pressing of the A-button 53. In the exemplary embodiment, if 11frames or more elapse without any input of the A-button 53 from theprevious input of the A-button 53, it is determined that the conditionfor cancelling the repeated pressing state has been satisfied. As aresult of the determination, if the cancelling condition has not beensatisfied (NO in step S19), the processor 81 advances the processing tostep S17 described later.

On the other hand, as a result of the determination, if the cancellingcondition has been satisfied (YES in step S19), in step S20, theprocessor 81 executes a repeated pressing state cancellation process.FIG. 38 is a flowchart showing the details of the repeated pressingstate cancellation process. In FIG. 38 , first, in step S101, theprocessor 81 sets the repeated pressing state flag 325 to be OFF. Next,in step S102, the processor 81 also sets the activated flag 330 to beOFF. Next, in step S103, the processor 81 determines whether or not thestopper flag 329 is ON. That is, the processor 81 determines whether ornot the user has stopped the repeated pressing of the A-button 53(before 1 second elapses) during stopper activation. If the stopper flag329 is ON (YES in step S103), in step S104, the processor 81 sets thestopper flag 329 to be OFF. On the other hand, as a result of thedetermination, if the stopper flag 329 is OFF (NO in step S103), theprocess in step S104 is skipped. This is the end of the repeatedpressing state cancellation process.

Referring back to FIG. 29 , next, in step S17, the processor 81 controlsthe movement of the PC 201 on the basis of the operation data 310.Specifically, the contents of the PC position and orientationinformation 321 and the PC movement parameter 322 are updated.

Next, in step S18, the processor 81 executes an action control processfor the PC 201 other than the above based on the operation data 310. Forexample, a process for adding a supporter to the party or a process ofswitching the throwing target type by a manual switching operation isperformed. Then, the processor 81 ends the player character controlprocess.

[Action Control for Supporter]

Referring back to FIG. 28 , next, in step S3, the processor 81 executesa supporter control process. This process is a process for controllingthe action of each supporter. FIG. 39 and FIG. 40 are flowcharts showingthe details of the supporter control process. In FIG. 39 , first, instep S111, the processor 81 selects one supporter to be targeted for thefollowing processing. Hereinafter, the selected supporter is referred toas processing target supporter.

Next, in step S112, the processor 81 determines whether or not thesupporter action state 345 of the processing target supporter is “workwaiting”. If the supporter action state 345 of the processing targetsupporter is “work waiting” (YES in step S112), in step S113, theprocessor 81 determines whether or not the processing target supporterhas already landed after being thrown, on the basis of the supporterposition and orientation information 343 of the processing targetsupporter, etc. As a result of the determination, if the processingtarget supporter has not landed yet after being thrown (NO in stepS113), in step S114, the processor 81 moves the processing targetsupporter on the basis of the action parameter 346 of the processingtarget supporter. In this example, in the action parameter 346,parameters are set such that the processing target supporter moves in aparabolic trajectory while being thrown. Then, the processor 81 advancesthe processing to step S124 described later.

On the other hand, as a result of the determination in step S113 above,if the processing target supporter has already landed (YES in stepS113), in step S115, the processor 81 determines whether or not theprocessing target supporter has reached the above-described place ofduty, on the basis of the supporter position and orientation information343, etc. If the processing target supporter has not reached the placeof duty (NO in step S115), in step S120, the processor 81 moves theprocessing target supporter toward the place of duty. Then, theprocessor 81 advances the processing to step S124 described later. Onthe other hand, if the processing target supporter has reached the placeof duty (YES in step S115), in step S116, the processor 81 sets“working” as the supporter action state 345. Next, in step S117, theprocessor 81 sets the action parameter 346 in accordance with the worktarget to be targeted for the action of the processing target supporter.For example, if the work target is the above transport body object, theaction parameter 346 is set such that the transporting action isperformed. In addition, if the work target is the above obstacle object,the action parameter 346 is set such that the destroying action isperformed.

Next, in step S118, the processor 81 determines whether or not the worktarget to be targeted for the action of the processing target supporteris “required power set type”. As a result of the determination, if thework target is “required power set type” (YES in step S118), in stepS119, the processor 81 subtracts 1 from the waiting power information355 of the work target and adds 1 to the operating power information354. On the other hand, as a result of the determination, if the worktarget is not “required power set type” (NO in step S118), the processin step S119 above is skipped, and the processor 81 advances theprocessing to step S124 described later.

Next, processing in the case where, as a result of the determination instep S112 above, the supporter action state 345 of the processing targetsupporter is not “work waiting” (NO in step S112), will be described. Inthis case, in step S121 in FIG. 40 , the processor 81 determines whetheror not the supporter action state 345 of the processing target supporteris “working”. As a result of the determination, if the supporter actionstate 345 of the processing target supporter is “working” (YES in stepS121), in step S122, the processor 81 controls the action of theprocessing target supporter on the basis of the action parameter 346 ofthe processing target supporter. For example, action control for thetransporting action or the destroying action is performed. Here,supplementary description will be given regarding the transportingaction. If the supporter has reached the place of duty but the requiredwork power has not been satisfied yet, an action of trying to lift thetransport body object is performed as part of the transporting action.

On the other hand, as a result of the determination, if the supporteraction state 345 of the processing target supporter is not “working” (NOin step S121), in step S123, the processor 81 performs other actioncontrol corresponding to the content of the supporter action state 345.For example, if the supporter action state 345 is “waiting”, theprocessor 81 causes the supporter to perform an action of lookingaround.

Next, in step S124 in FIG. 39 , the processor 81 determines whether ornot the above processing has been performed on all the supporters. Ifany supporter on which the above processing has not been performed yetremains (NO in step S124), the processor 81 returns to step S111 aboveand repeats the processing. If the above processing has been performedon all the supporters (YES in step S124), the processor 81 ends thesupporter control process.

[Control for Other Objects]

Referring back to FIG. 28 , next, in step S4, the processor 81 controlsthe actions of various objects other than the PC 201 and the supporters.For example, the processor 81 controls the actions of enemy characters,moves the transport body object along transport thereof, or reproducesan animation showing that the obstacle object is destroyed.

[Setting of Work Power Status Image]

Next, in step S5, the processor 81 updates the display content of theabove work power status image 205. This process is executed asappropriate when the work power status image 205 needs to be displayed.In the exemplary embodiment, the work power status image 205 isdisplayed for a transport body object having a required work power of“2” or more (as described above, such is not displayed for the obstacleobject or the transport body object having a required work power of“1”). Therefore, in this process, for such a transport body object, thework power status image 205 is generated on the basis of the requiredwork power information 353 and the operating power information 354, orthe display content of the work power status image 205 is updated.

[Output of Game Image]

Next, in step S6, the processor 81 generates a game image reflecting thecontents of the processes in step S2 to S5 above, and outputs the gameimage to the stationary monitor or the like.

Next, in step S7, the processor 81 determines whether or not an endcondition for the game processing has been satisfied. For example, theprocessor 81 determines whether or not a game end instruction operationhas been performed by the user. As a result, if the end condition hasnot been satisfied (NO in step S7), the processor 81 returns to step S2above and repeats the processing. If the end condition has beensatisfied (YES in step S7), the processor 81 ends the game processing.

This is the end of the detailed description of the game processingaccording to the exemplary embodiment.

As described above, in the exemplary embodiment, for the “required powerset type” work target, the action of the PC 201 for throwing istemporarily stopped when the required work power is satisfied (when thethrowing operation is performed). In addition, if the repeated pressingcontinues after that, the throwing action is restarted after 1 secondelapses. Therefore, while suppressing throwing for more than therequired power, the operability by repeated pressing can be ensureduntil the required power is satisfied. Accordingly, the operability canbe improved.

In addition, for the “type-limited type” work target, when automaticswitching of the throwing target type occurs, the action of the PC 201for throwing is also temporarily stopped. Therefore, it is possible toprevent the user from continuing to throw a supporter due to themomentum of repeated pressing without noticing the occurrence ofautomatic switching, resulting in throwing even an unuseful supporter(due to momentum) to cause a development disadvantageous to the user. Inaddition, since the user can perform a repeated pressing operation untilautomatic switching occurs, the tempo of the operation is notdeteriorated. Accordingly, the convenience and the operability of theuser can be improved.

[Modifications]

In the above embodiment, the example in which after the stopper isactivated, the stopper is cancelled after 1 second elapses (in therepeated pressing state), has been described. “1 second” is merely anexample, and another time may be used, or, for example, an index such as“n frames after the stopper is activated” may be used instead of thenumber of seconds.

In another exemplary embodiment, after the stopper is activated, thestopper may continue to be activated while the repeated pressing statecontinues, without cancelling the stopper on the basis of elapse oftime. In this case, the stopper may be cancelled as soon as the repeatedpressing state ends.

In the above embodiment, as control during stopper activation, theexample of control in which the PC 201 is not caused to perform thethrowing action has been described. In addition, for example, control inwhich an input of the A-button 53 itself is not accepted (an input ofthe A-button 53 is ignored) may be performed. Alternatively, ananimation for throwing by the PC 201 may be reproduced, but the PC 201may not perform actual throwing of a supporter. In this case as well, anuncomfortable feeling can be given to the user, thereby notifying theuser about satisfaction of the required power for transport and runningout of the remaining number of the throwing target type.

In the above embodiment, the example in which the suspension conditionis determined when the stopper is activated due to automatic switchingof the throwing target type, has been described. In addition, theexample in which the suspension condition is determined on the basis ofwhether the above-described current target is “type-unlimited type” or“type-limited type”, has been described. In addition, the followingconditions may be used as the suspension condition. First, thesuspension condition may be that the throwing target type is not aspecific supporter type. In other words, control in which the stopper isactivated when the throwing target type to be thrown next is a specificsupporter type, may be performed. For example, although not shown, it isassumed that one special supporter having a work power of “100” ispresent in the party. Such a special supporter is a supporter thatsatisfies the required work power of any work target, and has a highinfluence. Because of the high influence of such a special supporter, itis expected that the user does not want to throw (use) the specialsupporter lightly. Therefore, regardless of whether the current targetis “type-unlimited type” or “type-limited type”, the stopper may beactivated when the throwing target type is switched to such a specialsupporter. Accordingly, such a special supporter can be prevented frombeing thrown against the intention of the user due to the momentum of arepeated pressing operation.

The suspension condition may be another suspension condition that thecombination of the throwing target type and the target is apredetermined combination. For example, when the work target is“type-limited type”, if the workable type set for the work target doesnot match the throwing target type when the above automatic switchingoccurs, the stopper may be activated, and if the workable type matchesthe throwing target type when the above automatic switching occurs, thestopper may not be activated. In the example of the above electric gate,the result is the same as above, but when automatic switching occurs, itmay be determined whether or not the (next) throwing target type is ayellow supporter. The following control may be performed: if the (next)throwing target type is a yellow supporter, it is determined that thesuspension condition is satisfied, and the stopper is not be activated,and if the (next) throwing target type is a supporter other than theyellow supporters, it is determined that the suspension condition is notsatisfied, and the stopper is activated.

In the above example, the case where all the transport body objects are“type-unlimited type” has been described as an example. In anotherexemplary embodiment, “type-limited type” transport body objects may beprovided. Then, in this case, a stopper based on satisfaction of theabove required work power and a stopper due to automatic switching ofthe throwing target type may coexist. For example, a ‘transport bodyobject that can be transported by only red and yellow supporters andthat has a required work power of “20”’ may be provided. In this case,the stopper may be activated once when the above automatic switchingoccurs, and then the stopper may be activated for the second time whenthe required work power is satisfied. Alternatively, only either stoppermay be activated.

As for the number of times the stopper is activated due to automaticswitching of the throwing target type, in the above embodiment, theexample in which the number of times is only one during one repeatedpressing period has been described. In another exemplary embodiment, thestopper may be activated not only once, but also may be activated eachtime automatic switching of the throwing target type occurs during onerepeated pressing period.

As for activation of the stopper due to automatic switching of thethrowing target type, in the above embodiment, the example in whichwhether or not to activate the stopper is determined depending onwhether the work target is “type-limited type” or “type-unlimited type”has been described. In this regard, in another exemplary embodiment,classification into “type-limited type” and “type-unlimited type” maynot necessarily be performed, and the work target corresponding to theabove “type-unlimited type” may have an attribute of “stopperinvalidity” as described above. That is, control in which even whenautomatic switching of the throwing target type occurs, if the worktarget has an attribute of “stopper invalidity”, the stopper is notactivated, may be performed.

In the above embodiment, the example in which automatic switching of thethrowing target type is performed when the remaining number of thecurrent throwing target type reaches 0, and the stopper is activated asnecessary, has been described. In another exemplary embodiment, controlin which the stopper is activated when the remaining number of thecurrent throwing target type becomes included in a predetermined valuerange such as “0 to 2” rather than when automatic switching isperformed, may be performed. This is useful, for example, for the casewhere there is a gimmick that allows the PC 201 to temporarily throw twosupporters at one time through a single throwing action by using apredetermined item, or the like. In this case, by activating the stopperwhen the remaining number is about to reach 0, the user can be made tonotice that the remaining number of the current throwing target type issmall. That is, “awareness” can be given to the user in advance beforethe remaining number reaches 0.

In the above embodiment, the example in which the work power statusimage 205 is displayed in the format of “operating power/required workpower” has been shown as an example. The display format of the workpower status image 205 is not limited to such a format using numericalvalues, and in another exemplary embodiment, for example, a satisfactionstate may be displayed using an indicator, such as a gauge image, forexample. Alternatively, a satisfaction number of icon images ofsupporters that have reached the above place of duty may be displayedwithout displaying numerical values or an indicator.

In the above embodiment, the operation of repeatedly pressing theA-button 53 is exemplified as an example of the operation for repeatingthe above throwing operation. The operation for repeating the abovethrowing operation is not limited to such a button operation, and theabove processing can also be applied to the case of repeated input by aninput method using a motion sensor. In this case, for example, anoperation of shaking the controller once may be used instead of a singlebutton operation.

In the above embodiment, the case where the series of processes relatedto the game processing is performed in the single main body apparatus 2has been described. However, in another embodiment, the above series ofprocesses may be performed in an information processing system thatincludes a plurality of information processing apparatuses. For example,in an information processing system that includes a terminal sideapparatus and a server side apparatus capable of communicating with theterminal side apparatus via a network, a part of the series of processesmay be performed by the server side apparatus. Alternatively, in aninformation processing system that includes a terminal side apparatusand a server side apparatus capable of communicating with the terminalside apparatus via a network, a main process of the series of theprocesses may be performed by the server side apparatus, and a part ofthe series of the processes may be performed by the terminal sideapparatus. Still alternatively, in the information processing system, aserver side system may include a plurality of information processingapparatuses, and a process to be performed in the server side system maybe divided and performed by the plurality of information processingapparatuses. In addition, a so-called cloud gaming configuration may beadopted. For example, the main body apparatus 2 may be configured tosend operation data indicating a user's operation to a predeterminedserver, and the server may be configured to execute various kinds ofgame processing and stream the execution results as video/audio to themain body apparatus 2.

While the present disclosure has been described in detail, the foregoingdescription is in all aspects illustrative and not restrictive. It is tobe understood that numerous other modifications and variations can bedevised without departing from the scope of the present disclosure.

What is claimed is:
 1. A computer-readable non-transitory storage mediumhaving stored therein instructions that, when executed by a computer ofan information processing apparatus, cause the computer of theinformation processing apparatus to: determine a first object type as ause object type from object types associated with objects; detect that afirst input operation has been performed by a user; perform a process ofcausing an event using the object associated with the use object type tooccur each time the first input operation is performed once; perform acount change process of changing a counter associated with the useobject type, each time the event occurs; generate a display imagerepresenting a virtual space; when determining the use object type,switch the use object type from the first object type to a second objecttype if the counter associated with the use object type becomes includedin a reference range; and when the event occurs, temporarily stop andthen restart a process of causing the event using the object associatedwith the second object type to occur, if the counter becomes included inthe reference range when the first input operation is repeatedlyperformed a plurality of times by the user.
 2. The storage mediumaccording to claim 1, wherein, when the first input operation isrepeatedly performed a plurality of times by the user, even if thecounter becomes included in the reference range, the process of causingthe event using the object associated with the second object type tooccur is continuously performed when a temporary stop condition is notsatisfied.
 3. The storage medium according to claim 2, wherein thetemporary stop condition is satisfied when a target object that is atarget of the event is included in a first category, and is notsatisfied when the target object is included in a second category. 4.The storage medium according to claim 2, wherein the temporary stopcondition is satisfied when the second object type is included in afirst category, and is not satisfied when the second object type isincluded in a second category.
 5. The storage medium according to claim2, wherein whether or not the temporary stop condition is satisfied isdetermined on the basis of a combination of a category in which a targetobject that is a target of the event is included and a category in whichthe second object type is included.
 6. The storage medium according toclaim 1, wherein, when the first input operation is repeatedly performeda plurality of times by the user, the process of causing the event usingthe object associated with the second object type to occur iscontinuously performed when the use object type is switched from thefirst object type to the second object type by a second input operationby the user.
 7. The storage medium according to claim 1, wherein, whenthe first input operation is repeatedly performed a plurality of timesby the user, if the counter becomes included in the reference range, theprocess of causing the event using the object associated with the secondobject type to occur is stopped for a certain time and then restarted.8. The storage medium according to claim 1, wherein, when the firstinput operation is repeatedly performed a plurality of times by theuser, if the counter becomes included in the reference range, theprocess of causing the event using the object associated with the secondobject type to occur is stopped until the first input operation is nolonger repeated, and is then restarted.
 9. The storage medium accordingto claim 1, wherein, when the first input operation by the user stopswhile the process of causing the event to occur is temporarily stopped,a time for which the process of causing the event using the objectassociated with the second object type to occur is temporarily stoppedis shortened.
 10. The storage medium according to claim 1, wherein theinstructions further cause the computer to: move a cursor indicating aposition in the virtual space, in accordance with a third inputoperation being performed by the user; fix the cursor such that thecursor indicates a position of a target object that is a target of theevent, in accordance with a fourth input operation being performed bythe user; and cause the event to occur at the position in the virtualspace indicated by the cursor each time the first input operation isperformed, when the event occurs.
 11. An information processingapparatus comprising a processor and a memory coupled thereto, theprocessor being configured to control the information processingapparatus to at least: determine a first object type as a use objecttype from object types associated with objects; detect that a firstinput operation has been performed by a user; perform a process ofcausing an event using the object associated with the use object type tooccur each time the first input operation is performed once; perform acount change process of changing a counter associated with the useobject type, each time the event occurs; generate a display imagerepresenting a virtual space; switch the use object type from the firstobject type to a second object type if the counter associated with theuse object type becomes included in a reference range; and temporarilystop and then restart a process of causing the event using the objectassociated with the second object type to occur, if the counter becomesincluded in the reference range when the first input operation isrepeatedly performed a plurality of times by the user.
 12. Aninformation processing system comprising a processor and a memorycoupled thereto, the processor being configured to control theinformation processing system to at least: determine a first object typeas a use object type from object types associated with objects; detectthat a first input operation has been performed by a user; perform aprocess of causing an event using the object associated with the useobject type to occur each time the first input operation is performedonce; perform a count change process of changing a counter associatedwith the use object type, each time the event occurs; generate a displayimage representing a virtual space; switch the use object type from thefirst object type to a second object type if the counter associated withthe use object type becomes included in a reference range; andtemporarily stop and then restart a process of causing the event usingthe object associated with the second object type to occur, if thecounter becomes included in the reference range when the first inputoperation is repeatedly performed a plurality of times by the user. 13.An information processing method executed by a computer of aninformation processing apparatus, the information processing methodcausing the computer to: determine a first object type as a use objecttype from object types associated with objects; detect that a firstinput operation has been performed by a user; perform a process ofcausing an event using the object associated with the use object type tooccur each time the first input operation is performed once; perform acount change process of changing a counter associated with the useobject type, each time the event occurs; generate a display imagerepresenting a virtual space; when determining the use object type,switch the use object type from the first object type to a second objecttype if the counter associated with the use object type becomes includedin a reference range; and when the event occurs, temporarily stop andthen restart a process of causing the event using the object associatedwith the second object type to occur, if the counter becomes included inthe reference range when the first input operation is repeatedlyperformed a plurality of times by the user.